Here's a neat trick (bug? exploit?) for managing terraformers.
If a terraformer is currently working on a task, it can be interrupted and keep all its stored terraforming turns. The trick is to activate the terraformer NOT from the main screen. Instead, go to the terraformer's home base, find it in the "Units Supported" window, right-click on it, and choose "Activate Unit" from there. That wakes up the terraformer but does not cancel its terraforming investment! The former can change to a new terraforming action, or move to a new square, and it will remember and apply its "stored" terraforming turns.
The "stored" terraforming turns stay with the unit and persist through almost every action. The former remembers its stored turns even between game turns if the former spends its turn moving, and remembers through a game save/reload. If multiple formers are gang-forming,each one remembers its invested turns separately, one of them will store all the turns.
Only a couple things cancel the invested turns. One is if the former's square gets attacked by any hostile unit, even if the former itself does not defend. Another is if you somehow issue a "Cancel Orders" to the unit. This is hard to do if the former isn't actually terraforming, but one way is to give the former a "Go To" order and then cancel that.
Fundamentally, there is a difference between "Activate Unit" and "Cancel Orders". Only the latter loses stored terraforming turns. Any activation of a busy former from the main screen triggers "Cancel Orders" -- but go to the former's home base and you can access "Activate Unit" without triggering "Cancel Orders".
Of course, this multiplies the micromanagement in optimal terraforming considerably. Suppose you want to build a borehole on square X which is currently unimproved and unroaded. The optimal way is to move one former to square X and build a road, while any other helping terraformers first start any other terraforming project in nearby squares. When the road in square X is finished, wake up the helping formers with the home-base trick, move them to X via road, then do the borehole.
If a terraformer is currently working on a task, it can be interrupted and keep all its stored terraforming turns. The trick is to activate the terraformer NOT from the main screen. Instead, go to the terraformer's home base, find it in the "Units Supported" window, right-click on it, and choose "Activate Unit" from there. That wakes up the terraformer but does not cancel its terraforming investment! The former can change to a new terraforming action, or move to a new square, and it will remember and apply its "stored" terraforming turns.
The "stored" terraforming turns stay with the unit and persist through almost every action. The former remembers its stored turns even between game turns if the former spends its turn moving, and remembers through a game save/reload. If multiple formers are gang-forming,
Only a couple things cancel the invested turns. One is if the former's square gets attacked by any hostile unit, even if the former itself does not defend. Another is if you somehow issue a "Cancel Orders" to the unit. This is hard to do if the former isn't actually terraforming, but one way is to give the former a "Go To" order and then cancel that.
Fundamentally, there is a difference between "Activate Unit" and "Cancel Orders". Only the latter loses stored terraforming turns. Any activation of a busy former from the main screen triggers "Cancel Orders" -- but go to the former's home base and you can access "Activate Unit" without triggering "Cancel Orders".
Of course, this multiplies the micromanagement in optimal terraforming considerably. Suppose you want to build a borehole on square X which is currently unimproved and unroaded. The optimal way is to move one former to square X and build a road, while any other helping terraformers first start any other terraforming project in nearby squares. When the road in square X is finished, wake up the helping formers with the home-base trick, move them to X via road, then do the borehole.
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