Fine with me too, so concesus is we'll let it stay.
To elaborate on Misotu's explanatiion:
When you hurry build with just enough credits, when added to that base's next turn mineral production, with another unit/facility in the build queue, it starts with an empty minerals box, as it should. SAfter all, that next turn's minerals has already been spoken for.
With Stockpile Energy in the queue, the game gives you not only the hurried unit, but also the energy value of that next turn's minerals.
Same thing when not hurrying. Any carried over minerals would normally be lost after the first row's value (default at ten minerals) to inefficiency when the same unit is continuing to be built. Pop stockpile energy into the queue and the full unused mineral value gets converted to energy reserves.
But the hurry build is the big winner.
Hugely significant with a large minerals producing base.
Note that it's only a problem when hurrying a unit, including colony pods, probes, crawlers, etc. Facilities work just right (because the game itself pauses after a facilities build)
So if you are producing, say, crawlers at one every two turns, by hurry building every turn you are "banking" every second turn's minerals into energy. Worth thousands of energy credits over a game's lifetime.
Googlie
[This message has been edited by Googlie (edited October 29, 2000).]
To elaborate on Misotu's explanatiion:
When you hurry build with just enough credits, when added to that base's next turn mineral production, with another unit/facility in the build queue, it starts with an empty minerals box, as it should. SAfter all, that next turn's minerals has already been spoken for.
With Stockpile Energy in the queue, the game gives you not only the hurried unit, but also the energy value of that next turn's minerals.
Same thing when not hurrying. Any carried over minerals would normally be lost after the first row's value (default at ten minerals) to inefficiency when the same unit is continuing to be built. Pop stockpile energy into the queue and the full unused mineral value gets converted to energy reserves.
But the hurry build is the big winner.
Hugely significant with a large minerals producing base.
Note that it's only a problem when hurrying a unit, including colony pods, probes, crawlers, etc. Facilities work just right (because the game itself pauses after a facilities build)
So if you are producing, say, crawlers at one every two turns, by hurry building every turn you are "banking" every second turn's minerals into energy. Worth thousands of energy credits over a game's lifetime.
Googlie
[This message has been edited by Googlie (edited October 29, 2000).]
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