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Originally posted by Chaos Theory
Skunkworks, while not better than most facilities, provides versatility, due to its undocumented effect.
It's good to hear that. I've been evil's advocate for Skunkworks before my comrades for a long time. Let us just say that the more they despised it, the more I praised it. Of course it's not a tree farm or a children's creche, but it is nice to have the freedom of retooling without penalty.
Originally posted by Leon Trotsky
The Skunkworks facility enables you to change between different production categories without penalty. Maybe you have built it in that base.
Trotsky
-Skunkworks Acolyte
Remember, on the lower levels of SMAC play, you get the free switching, regardless of if you have a skunkworks.
Also, the Spartans start with the benies of skunkworks already as a faction power.
-- What history has taught us is that people do not learn from history. -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.
Originally posted by Darkstar
Also, the Spartans start with the benies of skunkworks already as a faction power.
(I assume benies is supposed to be bonus)
The Spartans get half the function of skunkworks in each base - their prototypes cost no more (but still must be built to enable upgrading at a reasonable cost), but they must retool just like everyone else. While useful, it's a pretty minor bonus.
Ah. Sorry. I thought they got the full effect of skunkworks (proto and free swapping of production). Well, it has been too long since I played as them.
You know, just getting free prototypes isn't that useful as a power, especially compared to the other factions. I hope that gets fixed in SMAC2.
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