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Verrucosus
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I'm one of those who prefer to minimize overlap. Lal, whom I tend to play these days, is probably more suitable for this than others. His talent bonus and increased base limits invite large-scale pop-booming, while his little efficiency problem, makes it attractive to cover territory with as few bases as possible in order to minimize bureaucracy drones. An additional benefit (to me) is that fewer bases mean less micromanagement in the late game.
Patashu, I believe that both patterns are equally efficient from an economic point of view, but that the first one might be better for facilitating reinforcements: There are 10 bases rather than 8 within three tiles of an interior base and, more importantly in this context, 6 bases rather than 5 within three tiles of a frontier base.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:35
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I don't place my bases more than 3 squares apart, unless there's a really good reason for it, like claiming more terrain from my neighbours. Even 3 squares seems like a long distance in the early game, when the colony pods could be doing something a lot more profitable than costing support, like being bases. I often prefer to have my first few bases only two squares apart, although this is of course very much dependant on the terrain. The early game is all about turn advantage, and getting new bases going as fast as possible is one of the best ways of gaining advantage.
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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:35
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Hey Diss, I didn't know you played SMAC!
With Morgan, I spread my bases out even further than 21 squares, basically just so my territory area increases. This way I can build massive energy parks in all the territory not being used by my few cities and thus generate heaps of cash. Of course, I lack cities that produce things, but when I want to produce them I can buy them straight away.
Last edited by Skanky Burns on 08-04-2004 at 21:16
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Jamski
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lol ED&D is officially full PvP LOL
May 2002 time: 05:35
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Well, just because I'm too lazy to install Photoshop...
B = base
o = Borehole
c = crawler on farm/cond/enricher
code:
BoBoBoBo
cccccccc
BoBoBoBo
cccccccc
BoBoBoBo
cccccccc
BoBoBoBo
cccccccc
Its little units of
code:
Bo
cc
The two crawlered tiles provide 12 nuts in total, with 2/3 from the base square gives 14/15 - enough for size 7. With satellites you can boost this to size 14, the Hab Complex limit, by adding another 14 nutrients (the maximum for a size 14 base, as it happens).
The Borehole provides enough minerals and some useful energy, while the main energy production comes from the huge number of these bases, all of which are filled with specialists, so there are NO problems with Drones or Efficency. Its sweet 
Oh, its micromanagement hell though, and you should start by using some forests and farms in order to grow fast in the early game to plant all these dozens of bases.
-Jam
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:35
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God, you guys are complicated. I must really suck. I am a very lazy and laid back person. I just build bases close together to maximize resources in natural landmarks, rivers and fertile areas, and areas with bonus resources. Sometimes I might have to cluster around two landmarks or really fertile lands, and have to deal with my empire being divided. I just want the good stuff, crowd bases on it, and fortify it. I know this is stupid, but I don't have time to deal with crawlers, so I never use them. Later in the game, I just build hybrid forests and make every square forest and magtube, then I don't have to deal with farms and enrichers and solar collectors and all that stuff. Using just forests is a lot easier and less time consuming, and it makes any place good, which allows me to expand into all the death zones, assuming they aren't colonized already.
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