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mart7x5
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Reading some strategy info in one of the threads, i forgot where, i have learned that a good thing is to have a forest and a bunker in the base tile. What i found is that i cannot enhance the tile occupied by a Base with forest or bunker, but i can create a new Base on a tile containing:
-forest
-sensor
-bunker
interesting, so it can be done this way only?
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Guynemer
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Skanky--what became of the Kenyan tiger avatar?
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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On the base tiles
1. sensor- good idea-- you get the 25% bonus and a sensor that can't be destroyed
2. Bunker-- I don't know-- I have never tested this effect. Personally I think its probably better to get a base plated earlier and get a perimeter defense.
3. Forest-- useless-- unlike the CIV games, the terrain of the base tile is irrelevant EXCEPT for specials (+2 of the special) and rivers ( add 1 energy) and the fact that bases can't start on rocky or fungus tiles. The flat arid tile should give you the exact same base tile resources as a rolling rainy.
I have found no way to improve a base tile after the base exists and in fact I have found that SOMETIMES you won't get a sensor on the base tile even if the former has started the sensor before the base is planted.
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mart7x5
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This way making tile upgrades before the base is established is the only way to get those excellent features there. And the only exception - spontaneous forest expansion as you DataAeolus observed. I wonder if there is still something more to it
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by DataAeolus
Actually don't take my word for it. I'm not so sure myself. I'll have to experiment such as picking a base that doesn't have a forest on its tile. Then plant forest in surrounding tiles and see what happens. |
Plant it first or have it grow in later . . . it still will not matter one little bit with respect to the resources you will get from the base tile. Whether a forest woll grow into a base tile might be interesting but it has no practical consequences that I have ever seen.
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mart7x5
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quote: Originally posted by Flubber
...it has no practical consequences that I have ever seen. |
i think it is additional defence bonus from the forest, what i have heard
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by mart7x5
i think it is additional defence bonus from the forest, what i have heard |
hmmm-- that could be---I guess I may have to test this out-- an extra 50% would be HUGE although I don't EVER remember seeing this in bases with a perimeter or AC. If it were cumulative with those things-- OUCH for the attacker
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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Was thinking about this and I know that in some CIV versions the underlying terrain made a huge difference. Wasn't there a strategy of placing a base on a mountain with city walls where a phlanx could regularly hold off a tank
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:34
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quote: Originally posted by johndmuller
Sensors under construction will definitely not complete if a base is placed on the site before they finish (the formers activate, I believe).
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Thats what I thought although the sensor will appear if it is completed in the same turn the base is planted IIRC. IF this was not the case, you could just press w ("wait") on the colony to ensure the sensor was completed before planting the base
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Starfarer
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The endless oceans of Darkness that surround us all...
Jan 2004 time: 05:34
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I can confirm that Forests grow under nearly any conditions. Those are some darn strong trees. They'll even grow over a Thermal Borehole. Won't affect the output one whit, but it's kind of a nice aesthetic touch. It'll also, if I've got my mind in order, grow under Condensors and Mirrors. It will bgrow under bases, and it will 100% certain grow under Collectors and even Mines sometimes. I have yet to see one ever grow under a farm.
Which would be a very, very good thing for Crawlers defending in that particular square, no? They wouldn't stand up to a sustained assault, but it'd prevent someone with Impact Choppers from slaughtering your whole energy park.
In addition, I do not believe Forests confer any bonuses to base defense. And considering my prolific use of Forests nowadays, I'd notice.
Bunkers probably would not for the same reason... as I understand it, base defense does not add to terrain, it overrides it. Sensors still work because that gives a bonus to the base itself, instead of random units in a given square.
In addition, if I have ever seen a base get rocky terrain under it due to terraforming, I have never noticed or paid attention, as it seemed to have zero effect on the base itself. Though I must admit, the advantages of a Forested or Rocky base square with an unkillable Sensor are not lost on me... I merely believe they don't count in. At least... they never have in any of my games.
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Santiago_Claus
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Observations I've made on forests:
Forests are 100% compatible with bunkers and sensors.
Forest will overgrow fungus.
There are terrain features compatible with forest but not the planting of forest: Condensers, E. Mirrors, Boreholes, & Monoliths. When forest grows onto these the results are varied: Forest on Condenser gives the Condenser's bonus to the forest's food output; forest on E. Mirror gives forest value + energy to adjacent solars, and forest on Borehole or Monolith does nothing (except possibly offset eco damage).
Forest will never grow onto rock, water, mines, farms, solars. I don't think it will grow onto bases or volcanoes.
Bases created on forest leave the forest intact and receive a 50% defensive bonus, but I don't believe it is cumulative with Perimeter Def.
Forest can continue to grow on rocky terrain if it was there before the terrain became rocky. I don't know the effects of a volcanic eruption.
Forest is destroyed by submersion, by sea level change "terrain wipe", and by fungus growth. Building any of the following destroys forest with a return of 5 minerals to the home base of the terraformer: Farm, Condenser, Solar, E. Mirror, Mine, Borehole, Fungus. "Destroy Enhancement" unfortunately does not return any minerals.
The only possible "problem" with forests are in the late-game they replace fungus. Forest on E. Mirror is usually desirable, but if not you can always add a farm.
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