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  • GeneralTacticus
    replied
    OTOH for example a size 7 base with all engineers is a 35 ec/turn return plus any facs sold.
    21 Econ and 14 labs, to be more specific.

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  • Ogie Oglethorpe
    replied
    Originally posted by Timbtoo


    Ogie yes thankyou! Thats one of the methods I have used. I thought there was a way to completely sell off all componets of the base or "scrap it" completely. I assume there isnt?

    The second choice I use quite often to divert the attention of the aggressive faction. I consider it sound diplomacy! LOL! (Hey maybe an idea for a new faction: The Junkyard faction! Mission : To undercut the inflated prices the Morganites offer for new goods......lol!).
    Timbtoo,

    Now I understand what you mean by parting the base out. Unfortunately you can only sell one fac per turn. So .... an instant cash in of all facilities is unfortunately a feature not included in the game. OTOH for example a size 7 base with all engineers is a 35 ec/turn return plus any facs sold.

    Og

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  • dojoboy
    replied
    Oops!

    Ah, yes. A common error in my life. Sorry.

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  • Timbtoo
    replied
    Originally posted by Ogie Oglethorpe
    I assume when you say you've colony podded the base out of existance what you've done is set all pop points to specialists (preferably something useful like engineers instead of doctors) and then simply set productions to pods. Natural course of events is starvation and perhaps a pod or two.

    The other course you've mentioned already gifting to another faction (preferably a pacted faction for more trade income to you).
    Ogie yes thankyou! Thats one of the methods I have used. I thought there was a way to completely sell off all componets of the base or "scrap it" completely. I assume there isnt?

    The second choice I use quite often to divert the attention of the aggressive faction. I consider it sound diplomacy! LOL! (Hey maybe an idea for a new faction: The Junkyard faction! Mission : To undercut the inflated prices the Morganites offer for new goods......lol!).

    Leave a comment:


  • Mongoose
    replied
    Re: This is likely to be a very dumb question...

    dojoboy, he said:

    Originally posted by Timbtoo
    ... Thus I don't want to merely "burn the base" with all the inhabitants inside, and be "sanctioned" and make a permenant enemy. ...

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  • dojoboy
    replied
    Any unit w/ armor can disband a colony at any time --- I forget the command but it'll be in the "Action" drop down.

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  • Ogie Oglethorpe
    replied
    I assume when you say you've colony podded the base out of existance what you've done is set all pop points to specialists (preferably something useful like engineers instead of doctors) and then simply set productions to pods. Natural course of events is starvation and perhaps a pod or two.

    The other course you've mentioned already gifting to another faction (preferably a pacted faction for more trade income to you).

    Leave a comment:


  • Timbtoo
    started a topic This is likely to be a very dumb question...

    This is likely to be a very dumb question...

    I recently moved and for the life of me can't find my SMAC rules book.
    If I capture an enemy base, can I "part the whole thing out" and thus remove the base from existance? It's annoying that when I am playing more of a builder/explorer that one of the more war-like factions, are always stewing for an ass-kickin'. Yet I don't really want most of the bases, of theirs, that I capture. While at the same time, find myself dependant upon trade in the beginning of the game in some cases. Thus I don't want to merely "burn the base" with all the inhabitants inside, and be "sanctioned" and make a permenant enemy.
    Things I have done;
    Give the base to another faction, thus starting a war between the two.
    Colony "podded", the thing out of existance, which can be tedious.

    Thnx

    Timbtoo
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