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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > Best time to build a colony pod?
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Net Warrior is offline Net Warrior
King
Long Island, New York
Sep 2003
time: 00:32
  Old Post 01-12-2003 17:22
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Best time to build a colony pod? Increase Your PM Length

I need a quick answer for a MP game and can't do the research just now. Should I rush build a colony pod just before a base grows, or time it to build & grow on the same turn, or build the turn after the base grows? Thanks in advance.

BTW, another unrelated queation. If you pack with a human player in a MP game are both maps automatically exchanged? I just started MP and although I'm in the midsts of a few games I've been avoiding packs so far. Thanks

Minute Mirage is offline Minute Mirage
Prince
Helsinki
Aug 2003
time: 07:32
  Old Post 01-12-2003 18:03
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Base production is calculated before growth, so you need to let the base grow to size two, and only then rush the colony pod.

When you pact with a human player, the maps are not changed automatically.

Adalbertus is offline Adalbertus
Prince
Cologne, Germany
Feb 2001
time: 06:32
  Old Post 03-12-2003 00:30 Visit Adalbertus's homepage!
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Best time to build a colony pod?
Any, unless your base is size 1. The sooner the better

Ogie Oglethorpe is offline Ogie Oglethorpe
King
Marietta, GA
Dec 1999
time: 05:32
  Old Post 03-12-2003 08:10
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quote:
Originally posted by Adalbertus
Best time to build a colony pod?
Any, unless your base is size 1. The sooner the better


Best time, when your base is a size one and you have planetary transit. Instant pop growth from 1 to 3.

Other wise I would agree the other best time is as soon as possible.

Kody is offline Kody
Emperor
If life's standing still and your soul's confused
Jun 2003
time: 14:32
  Old Post 03-12-2003 09:22
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How about this situation.

If there are no viable base sites within 5 moves of your base and your base has two or more decent nutrient bonuses you can use.

In that case I would think it might be better to build a former to road up to the new base site then rush build the colony pod to match when the road to the new base site is completed. If enough food is gathered while waiting for the former to build across to the new base site, the base will regrow immediately when the colony pod is created.

I think this will allow you to get more resources than just immediately building a colony pod, as the worker will be harvesting a very productive square rather than spending time slowly making it's way to the new base site.

I know when I was analysing a certain CMN map that had two +5 nutrient bonuses within range of the starting base I figured out that it was better let the two workers gather enough food for a instant regrow of the base (while the former also roaded up to the next base site), before building a colony pod.

I think in the very early game (under 5 bases) the best way to go about it is to maximise food production. So you have to play the game out in your head and see what gives you the most nutrient and ultimately population.

In the majority of cases you get more nutrient by planting a new base and getting the +2 free nutrients from the base square of your new base. Sometimes that isn't the case.

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