Maybe this is common knowledge and I just yet another time reveals I'm a noob, but it had always annoyed me that moving a crawler to another tile without roads, then you lost the deliverance from it for a round.
Accidentally I right clicked such a moved unit, and was asked what I wanted to crawl !!!
That means it's possible to spread crawlers across forested areas without roads without production loss - or for that matter sea crawlers going long streches and still keep up production.
Let this thread sink like a stone in muddy waters as it deserves if I'm stating obvious knowledge, and yes, I'm a bit drunk for the moment
Accidentally I right clicked such a moved unit, and was asked what I wanted to crawl !!!
That means it's possible to spread crawlers across forested areas without roads without production loss - or for that matter sea crawlers going long streches and still keep up production.
Let this thread sink like a stone in muddy waters as it deserves if I'm stating obvious knowledge, and yes, I'm a bit drunk for the moment
I think I tried that, but when there are two (and probably more) already moved units on a tile you doesn't get the possibility to select the order menu - you just get the message that the unit is already moved.
Yes, I do activate crawlers en-route to thier home harvest area. Also, for factions with -efficiency, crawlers become the energy lifeline. Even in you had -4 efficiency, all you would have to do is build enough crawlers and home them at the Headquarters and start bringing in the energy. This is really important with the Hive. Usually, I'll immediately ramp up all bases to 15 mineral production till I can get some ecology going. Also, if I have some rainy flatlands, I can just stick a crawler on it and forget the 1 or 2 energy and make a specialist. Leon mentioned a population based faction, and this would work wonders. Formers and supply crawlers make for an intellectual population that only have to defend themselves, claim more territory, and make any "border adjustments" they may deem necessary.
Also you may know that you can move a Supply Crawler into a city that is producing a prototype or wonder and add onto it, much like the caravans and freight in other Civs. Also, if supply crawlers are disbanded in a base, the full crawler production cost goes into whatever's in production. Knowing this, you know you can exploit Planned, Wealth, Power and Eudamonia on the SocEng Table. If you are running under Wealth, Planned, and/or Eudaimonia, change it to not Planned, Power if you can, and not Eudaimonia before you disband the crawler, or really any units you are going to disband. The basic crawler is [3 x (10 - 0)] 30 minerals. Under Planned, Wealth and Eudaimonia, its down to [3 x (10 - 1 - 1 - 2)] 18 minerals. Under Power, its [3 x(10+2)] 36 minerals, *doubling* the minerals put to production!
"But Darrell01, what if in the end game you are producing 40 minerals out of a city? Or even if I do run Eudamonia, Wealth and Planned, I have cities producing 22 minerals! I'll be losing those extra 4 minerals every time I make a crawler!"
Do not worry. That's what deep radar, armor, and roving supply crawlers are for. Just simply upgrade your crawler production to whatever is just above your production so you can crank out 1 a turn.
If you are feeling really dirty, you can stick some armor on those bad boys and put them in other faction's cities, harvesting thier resources. Especially if all you have is an informal truce. Kick them off and harvest away. Talk to the hand!
I've also just heard about One City Completion. Supply Crawlers are just the thing for this type of map. Crawlers and clean reactors for everything else, anyway. Once your food problems are maxxed, you can stagger solar panels and Eschelon Mirrors everywhere and even throw in drilled aquifers. Every single square... It would be a Planetary Energy Transit System...
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