Firstly this is obviously a single player posting.
Much has been inferred and written on 100% specialist cities for science purposes. I saw Vel visited here the other day so I thought maybe we could start a general discussion on this particular item. Vel feel free to chime in here. (We need some veterans now that Zso has gone)
All specialist city approach
Pros - Drones can not be made since all citizen are specialists with no workers to turn to drones.
Science and/or Econ is great.
Lab and energy output allowed even under starving siutations
Cons -Energy vs. Science output is dependent on switching specialist types until advent of engineers (fusion).
Loss of production output (minerals) makes the need for facility enhancements from rush buys/disbands same for SPs (crawler support)
I have a dillema but think that the pros and the cons can be reconcield at a cost of compromise through judicious use of crawlers.
In reality I would like to go to this approach to as many cities as possible beyond the central city in the 5 on the dice arrangement. That being said the outer cities will not be in a nutrient surplus mode to supply the interior science city with scads of crawlers carrying nuts.
In, order to accomplish this I am thinking of use of consdensors and farms (to be later upgraded to soil enrichers). By use of 6 squares in this arrangement I can crawler back 24 nuts + 3 for base square supporting a total of 13 population points +1 excess. When soil enrichers come online it will allow a full 16 +1 excess.
Now here's my dillemna, I want my cake and eat it too. Icould either go as a completely science city arrangement or better yet have some utility for the city and get some minerals and energy for all five cities at the cost of having 2 workers in the field for each city. I have two excess squares (8 surround every base) that I would like to put down boreholes and actually have populace work. (I'm assuming all these terraformed things take place after hybrids are built so there is no eco damage to speak of) If I send workers out to the borehole fields I can still have drone issues (not likely with a bunch of thinkers contributing psych but still possible). This would mean a city that has a total of +1 nutrient after populace support, and 13 minerals and energy at its disposal and every other square would be crawlering back nutrients.
Does anyone have any thoughts, aside from the massive former times involved?
[This message has been edited by Ogie Oglethorpe (edited March 03, 2000).]
[This message has been edited by Ogie Oglethorpe (edited March 03, 2000).]
Much has been inferred and written on 100% specialist cities for science purposes. I saw Vel visited here the other day so I thought maybe we could start a general discussion on this particular item. Vel feel free to chime in here. (We need some veterans now that Zso has gone)
All specialist city approach
Pros - Drones can not be made since all citizen are specialists with no workers to turn to drones.
Science and/or Econ is great.
Lab and energy output allowed even under starving siutations
Cons -Energy vs. Science output is dependent on switching specialist types until advent of engineers (fusion).
Loss of production output (minerals) makes the need for facility enhancements from rush buys/disbands same for SPs (crawler support)
I have a dillema but think that the pros and the cons can be reconcield at a cost of compromise through judicious use of crawlers.
In reality I would like to go to this approach to as many cities as possible beyond the central city in the 5 on the dice arrangement. That being said the outer cities will not be in a nutrient surplus mode to supply the interior science city with scads of crawlers carrying nuts.
In, order to accomplish this I am thinking of use of consdensors and farms (to be later upgraded to soil enrichers). By use of 6 squares in this arrangement I can crawler back 24 nuts + 3 for base square supporting a total of 13 population points +1 excess. When soil enrichers come online it will allow a full 16 +1 excess.
Now here's my dillemna, I want my cake and eat it too. Icould either go as a completely science city arrangement or better yet have some utility for the city and get some minerals and energy for all five cities at the cost of having 2 workers in the field for each city. I have two excess squares (8 surround every base) that I would like to put down boreholes and actually have populace work. (I'm assuming all these terraformed things take place after hybrids are built so there is no eco damage to speak of) If I send workers out to the borehole fields I can still have drone issues (not likely with a bunch of thinkers contributing psych but still possible). This would mean a city that has a total of +1 nutrient after populace support, and 13 minerals and energy at its disposal and every other square would be crawlering back nutrients.
Does anyone have any thoughts, aside from the massive former times involved?
[This message has been edited by Ogie Oglethorpe (edited March 03, 2000).]
[This message has been edited by Ogie Oglethorpe (edited March 03, 2000).]
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