Nigma,
Great point on the sattelites! 13 food sattelites will net you 7 population points which in terms of energy production is 35 energy (assuming engineers) per city that's almost 3 times the effect of a energy sattelite (and they come much sooner so you can start earlier). (Who needs energy sattelites that net you a +1 energy/city and is subject to efficiency loss when you can have return like that on food sattelites. Plus now that I think of it you don't need to worry about those damned solar flares wiping them out. I'm semi-kidding here you'll want energy sattelites but they become the lowest priority after food then minerals then ODP's then energy sats.) If only Nessus mineral sats could come sooner.
Regarding defense issues. My point on the defensability of the crawlers comes from an assumption that within the city sprawl you'll have a interceptor or two that will be able to scramble on defense, not so in the E park unless you follow the suggestion of an outside airbase but that takes up valuable square real estate. Now following Bonds advice going forward and upgrading those crawlers to best armor/reactor you've got a veritable swamp of hardened targets that should slow any offense, hopefully enough for you to counter.
My other point though was to contrast the immediate loss of a crawler in an E - park to a crawler lost in the Food Interior. E - park loss means immediate loss of energy. Loss of Food Interior crawler may mean nothing if you can replenish your crawler in time before you starve down 1 population point.
Your point regarding ease of replacement from mineral rich cities is very much on the money. The one thing this strategy doens't address well is overall loss of production power. OTOH you should be rolling in energy with your hordes of engineers contributing cash allowing for rush builds as needed.
Great point on the sattelites! 13 food sattelites will net you 7 population points which in terms of energy production is 35 energy (assuming engineers) per city that's almost 3 times the effect of a energy sattelite (and they come much sooner so you can start earlier). (Who needs energy sattelites that net you a +1 energy/city and is subject to efficiency loss when you can have return like that on food sattelites. Plus now that I think of it you don't need to worry about those damned solar flares wiping them out. I'm semi-kidding here you'll want energy sattelites but they become the lowest priority after food then minerals then ODP's then energy sats.) If only Nessus mineral sats could come sooner.
Regarding defense issues. My point on the defensability of the crawlers comes from an assumption that within the city sprawl you'll have a interceptor or two that will be able to scramble on defense, not so in the E park unless you follow the suggestion of an outside airbase but that takes up valuable square real estate. Now following Bonds advice going forward and upgrading those crawlers to best armor/reactor you've got a veritable swamp of hardened targets that should slow any offense, hopefully enough for you to counter.
My other point though was to contrast the immediate loss of a crawler in an E - park to a crawler lost in the Food Interior. E - park loss means immediate loss of energy. Loss of Food Interior crawler may mean nothing if you can replenish your crawler in time before you starve down 1 population point.
Your point regarding ease of replacement from mineral rich cities is very much on the money. The one thing this strategy doens't address well is overall loss of production power. OTOH you should be rolling in energy with your hordes of engineers contributing cash allowing for rush builds as needed.
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