nicely done but leaves some things for granted. For example, the statement 'so there you are with your two pods and scout patrol ...'
From that I assume that it's reccomended to accumulate two colony pods which you then send off with the patrol unit. Which group then, I assume, explores the black areas looking for a suitable place to plonk down a base.
'Suitable' is somewhat self-explanatory but leaves something out. For example - in CivII, the best squares to plonk down a city were green (grassland) or brown (plains) or river trying to include something like a silk forest, grapes, etc into the radius to help growth.
So ... which are the best squares in AC for the base site itself? Moist? Arid? Rainy? Rolling+? River? On a nutrient square? Perhaps on the side of a hill? Or on top? How much overlap is permissible before it will effect growth of either base? Which is more important at first - roads between bases or t-forming the base radius? How many formers per city? Should you set a former upgrading the city radius and then build one and set it on 'automatic roads'?
What about tech priorities? Should you first get techs that bolster your infrastructure before punching up military? For a University faction, which Secret Project(s) would you choose? Given a choice, would you opt for Human Genome or Virtual World knowing you'll probably only be able to get one before the other faction(s)? How many cities building SP(s)?
Cities on coasts. Are trawlers all that helpful? If a special energy square is outside a city radius, can you send a trawler to it to bolster the energy supply?
For your first bases, is building a few rovers a priority over Recycle? Should they patrol in pairs in case they find an Alien Artifact?
Inquiring (newbie) minds crave knowledge of this stuff.
Thnx.
From that I assume that it's reccomended to accumulate two colony pods which you then send off with the patrol unit. Which group then, I assume, explores the black areas looking for a suitable place to plonk down a base.
'Suitable' is somewhat self-explanatory but leaves something out. For example - in CivII, the best squares to plonk down a city were green (grassland) or brown (plains) or river trying to include something like a silk forest, grapes, etc into the radius to help growth.
So ... which are the best squares in AC for the base site itself? Moist? Arid? Rainy? Rolling+? River? On a nutrient square? Perhaps on the side of a hill? Or on top? How much overlap is permissible before it will effect growth of either base? Which is more important at first - roads between bases or t-forming the base radius? How many formers per city? Should you set a former upgrading the city radius and then build one and set it on 'automatic roads'?
What about tech priorities? Should you first get techs that bolster your infrastructure before punching up military? For a University faction, which Secret Project(s) would you choose? Given a choice, would you opt for Human Genome or Virtual World knowing you'll probably only be able to get one before the other faction(s)? How many cities building SP(s)?
Cities on coasts. Are trawlers all that helpful? If a special energy square is outside a city radius, can you send a trawler to it to bolster the energy supply?
For your first bases, is building a few rovers a priority over Recycle? Should they patrol in pairs in case they find an Alien Artifact?
Inquiring (newbie) minds crave knowledge of this stuff.
Thnx.
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