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  • a puzzle

    i was bored, so i concocted this one:

    you have 28 cities, each putting out 400+ ecodamage. however, there are no fungus pops and consequently no appearances of vast numbers of mindworms nor sea level risings. none at all. how does this happen?

  • #2
    Simple: Sea Level did already rise so much that there is no land left at all.

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    • #3
      Nothing left except sea base, ocean trench, and econ damage left over from the nukes that did it. Been there, done that.
      Gaius Mucius Scaevola Sinistra
      Japher: "crap, did I just post in this thread?"
      "Bloody hell, Lefty.....number one in my list of persons I have no intention of annoying, ever." Bugs ****ing Bunny
      From a 6th grader who readily adpated to internet culture: "Pay attention now, because your opinions suck"

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      • #4
        ahh, but if everything is trench, how can my cities be putting out 400+ ecodamage?? (btw, 400+ is only during periphilon or whatever its called, its 200+ normally).

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        • #5
          The eco damage from the planet buster party lasts several turns, but the fungus cannot appear on ocean or ocean shelf squares. Planet must huge ice caps, I had close to 10,000 meter of ocean rise by the time it was finished, but after a certain death it just sa "ocean trench, -xxxx+ meters" and does not show the increasing depth anymore.
          Apparently, you have a different senario in mind.
          Gaius Mucius Scaevola Sinistra
          Japher: "crap, did I just post in this thread?"
          "Bloody hell, Lefty.....number one in my list of persons I have no intention of annoying, ever." Bugs ****ing Bunny
          From a 6th grader who readily adpated to internet culture: "Pay attention now, because your opinions suck"

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          • #6
            I haven't tested this, but someone here once claimed that if you remove every last bit of fungus from the entire map, then the fungus will never be able to regenerate.

            The other thing I have heard is that if you play on a large enough world and keep bumping up the pollution threshold by polluting, and at the end of the game switch to Green and build preserves that you can put out an insane amount of minerals without pollution. (but in that case there would be no eco-damage)

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            • #7
              note that this savegame is not perfect execution of my theory. there's a few squares missed here and there, that can still pop, and there has been some global warming in the past. but you should get the idea .
              Attached Files

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              • #8
                btw, its a smacx 2.0 .sav

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                • #9
                  Had this idea when I was at work, ok, browsing the forum. I'm not registered from there, so I couldn't post. And as it is SMAX, I cannot open your savefile, either. Solution: All is fungus. But is fungus in SMAX really more productive (mineral wise) than ocean?
                  You could certainly arrive at 400+ minerals on sea only, when you make heavy use of production facilities, satellites, and crawlers.

                  Btw: I had certainly pops on squares with a unit in them. Then the mindworms went to a neighbouring square which was free. What happens if there is no free square?
                  Why doing it the easy way if it is possible to do it complicated?

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                  • #10
                    as far as i can tell, pops still will occur even if you put units on all the squares. the savegame is, as you guessed, all fungus. if all squares in a city and all the squares for an aditional 1 or 2 squares around it are fungus, there will be no pops. fungus productivity:

                    nutrient increasers:
                    +1 centauri ecology
                    +1 centauri psi
                    +1 gaian faction bonus
                    mineral:
                    +1 threshold of transdescence
                    +1 matter transmission
                    +1 centauri genetics
                    energy:
                    +1 temporal mechanics
                    +1 centauri meditation
                    +1 secrets of alpha centauri
                    then, the manifold harmonics SP, with a +5 planet rating, yeilds an additional:
                    +1 nutrient
                    +1 mineral
                    +2 energy

                    combined, this makes 4nutrient,4mineral,5energy, which is very good, but, this is with ALL techs and the manifold harmonics SP, so its only really useful as an endgame strategy i suppose. also, the xenoempathy dome SP is really very useful, otherwise you have to build roads all over the fungus (and you cant even do that till cent. psi).

                    overall, more of a fun fact than a useful strat.

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