I've been trying 1 space cityspam lately, seems to work alright.
The setup I use requires 7 workers and works every square in a tessellation (sp?), so crawlers aren't needed, excepting rushing and habcomplexes aren't needed except for specialists or morgan.
E = Mirror + Road
S = Solar
B = Borehole
X = Base + Sensor
C = Condenser + Farm (+ Enricher)
Noting that SMAC has the iso tiles that are painful to draw in ASCII art.
Morgan could probly get by with 4 workers (2 on boreholes, 2 on mirrors) and crawler the nuts and solar.
Could someone try this out and see if it is any good? (I do alright with this setup, but I want to see if it's lack of skill on my part holding it back.)
I also beeline for restrictions, rather than IA, since I don't really need crawlers that urgently.
Morgan:
cent eco
biogenetics
social psych
industrial eco
ethical calculus
gene splicing - 3+ Nuts
eco eng - 3+ Mins
env eco - 3+ Eng
Zak for some reason has to have a "Null Tech" (i.e. one not on the beeline due to the way research options are handled by the game). Either SotHB and hope for another free tech, or get planetary nets and you have all you need to boom.
Zak 1:
Earlier restriction lifting
cent eco
biogenetics
social psych
ethical calculus
gene splicing 3+ Nuts
eco eng - 3+ Mins
Null tech
ind base
ind eco
env eco
Zak 2:
Earlier Null Tech - Hope to get SotHB
cent eco
biogenetics
ind base
ind eco
social psych
Null
ethical calculus
gene splicing - 3+ Nuts
eco eng - 3+ Mins
env eco - 3+ Eng
For those who actually try this, could you post some stats about how fast you grow, when you get each tech, etc.
Thanks in advance.
#endgame.
Thanks in advance.
The setup I use requires 7 workers and works every square in a tessellation (sp?), so crawlers aren't needed, excepting rushing and habcomplexes aren't needed except for specialists or morgan.
E = Mirror + Road
S = Solar
B = Borehole
X = Base + Sensor
C = Condenser + Farm (+ Enricher)
Code:
BE CXCS BE
Morgan could probly get by with 4 workers (2 on boreholes, 2 on mirrors) and crawler the nuts and solar.
Could someone try this out and see if it is any good? (I do alright with this setup, but I want to see if it's lack of skill on my part holding it back.)
I also beeline for restrictions, rather than IA, since I don't really need crawlers that urgently.
Morgan:
cent eco
biogenetics
social psych
industrial eco
ethical calculus
gene splicing - 3+ Nuts
eco eng - 3+ Mins
env eco - 3+ Eng
Zak for some reason has to have a "Null Tech" (i.e. one not on the beeline due to the way research options are handled by the game). Either SotHB and hope for another free tech, or get planetary nets and you have all you need to boom.
Zak 1:
Earlier restriction lifting
cent eco
biogenetics
social psych
ethical calculus
gene splicing 3+ Nuts
eco eng - 3+ Mins
Null tech
ind base
ind eco
env eco
Zak 2:
Earlier Null Tech - Hope to get SotHB
cent eco
biogenetics
ind base
ind eco
social psych
Null
ethical calculus
gene splicing - 3+ Nuts
eco eng - 3+ Mins
env eco - 3+ Eng
For those who actually try this, could you post some stats about how fast you grow, when you get each tech, etc.
Thanks in advance.
#endgame.
Thanks in advance.
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