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  • #16
    choosing Domai and ICS'ing
    Curse your sudden but inevitable betrayal!

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    • #17
      Originally posted by Main_Brain
      choosing Domai and ICS'ing
      WTF is ICS?

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      • #18
        Infinitive City Sprawling never stop expandig not buildign up bases asap but instead building some extra CP's and colonies and then more colonier morre mOOORE!! then Victory ress assured
        Curse your sudden but inevitable betrayal!

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        • #19
          I like the One-Blue-Dot planet. An OCC with diplomatic victory with the PK. BaseName : UN New Babylone.
          "Just because you're paranoid doesnt mean there's not someone following me..."
          "I shall return and I shall be billions"

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          • #20
            Crawlers are good for harvesting resources, and to serve as mineral reservoirs for building SPs and prototypes.

            As you build crawlers you will have three things to harvest with them, mins, nuts, and energy.

            First send them to mines/forests to boost your mineral output. You will need to build two other things:

            1. treefarms to increase you clean mineral limit(make sure you have had a fungal pop first). (Hybrid forests and centari preserves are also useful if you have tfs everywhere).

            2. more formers to make more mines and farms.

            Once minerals are up to modest levels (10-30 per base), then crawlers are best placed on nut tiles (condenser farms prefered) so that you can pop boom and change workers to specialists. When I am booming I often change crawlers from mins to nuts to keep +2 *every* turn. If I can't get +2 one turn, then I turn them all back to mins. (The big shortfall in food doesn't hurt until the nut box is empty.) During the pop boom I try to make 1 crawler/turn, to send to harvest 2 nuts, to keep the boom going.

            Once your mins are maxed, and your pop is maxed, send crawlers to harvest energy. Often it is best to crawl crawlers back to your hq and scc, and rehome them there, and then crawl them back out to energy tiles. At your hq you have no effeciency losses, and often the most energy/labs enhancing facilities and SPs. (At frontier bases I make military and/or cps and more crawlers to get new bases off to a flying start by rehoming crawlers to them)

            At this point even pre-fusion, I often make trawlers instead of crawlers close to my hq.. They cost 5 rows instead of three, but have great movement, and can harvest energy from cheap tidal harnesses. I often try to have another (or 5) bases close to my hq/scc that have enough min output to make 1 trawler per turn for rehoming to the hq/scc.

            As you can see, the sky is the limit for making this production machine. You should never "run out of things to build".

            bc
            Team 'Poly

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            • #21
              If you don't know what to build, then your tech rate doesn't match your industrial output. Not necessarily bad, but the best way to while away the turns between techs is to work on increasing your energy harvest.

              Unless your efficiency is _very_ high, skewing your Econ/Psych/Labs balance can be very wasteful. A better bet is to try to get your cities into Golden Age and start running wealth (Assuming you're playing SMAX not SMAC). This make every base in GA produce 2 energy per square, which should more than pay for the cost of psych to get you in GA to begin with.

              Boreholes outside your city radii crawled for energy will help get your tech rate to the promised land: 1 tech/turn. Also if you dig boreholes near costal areas, you'll reap another benefit: High temperatures from Borehole mining create higher rainfall around them.

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              • #22
                AS other said, the best thing to do at this point is increase your energy output/research rate.


                At 4 turns/tech thats not bad but you can do better.

                Look at two alternatives.

                1) Creation of a super science city. Start all bases making either crawlers or (my preference trawlers). Home trawlers to SSC (assuming it is a coastal base) and then move them out to tidal harnesses. (WHen you design your trawler equip it with deep radar for free this will allows you an early warning system. Your SSC is one that you usually can rely on to have little to no efficiency losses (so the norm is to have it your HQ base). Keep pumping trawlers and sea fomers to reap in the energy.

                2) Max your population via judicious use of nutrient crawlers/trawlers. Same approach max your science city first by pumping in nuts via crawlers/trawlers and hopefully your pop booming for instant population adds. Once youv'e maxed out the population (assuming you have littel trade income) look to remove workers from the worked squares in preference making them Engineers.

                At the point of the game you are in its all about maximing energy. Crawlers/Trwalers are it until advent of Hydroponic and Energy Sats.

                Feel free to continue expanding your empire through additional bases and gift bases to your submissive pactmates.
                "Just puttin on the foil" - Jeff Hanson

                “In a democracy, I realize you don’t need to talk to the top leader to know how the country feels. When I go to a dictatorship, I only have to talk to one person and that’s the dictator, because he speaks for all the people.” - Jimmy Carter

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                • #23
                  Most likely you are ready to raise the difficulty level in your next game - then (good) things will not come as easily.

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