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anarchie
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Cut planet and it will bleed energy credits.
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Zeiter
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I don't like to push it too much past 100, because then you start to get locusts, which are a real pain, and don't generate the $$$ that mind worms do because you can't kill the entire stack with just one attack. But ecodamage around 50-75 is just fine by me. Sometimes you can generate more cash running green and zapping mind worms than running FM and not being able to attack mind worms effectively. You don't get as good research with green, but it is a viable alternative in the late game when you have hordes of mind worms to deal with.
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Santiago_Claus
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I'm with CEO Aaron on this one; minerals are a FoP and should be managed as such. Get what you need and let the environment take care of itself.
I base my mineral production on the price of supply units + 10. If they cost 30, I want to harvest 40. If they cost 50 (*-2-1 Drop, very useful), I want 60.
I used to try to keep every base at a low level of damage throughout the game in preparation for the Manifold Harmonics, but that's really a waste of time and opportunity to boost other factors of production. As long as you get that first pop early so your buildings will count toward your metal limit and it isn't against your religion to sell off polluting factories you'll be fine.
(Genejack, Robotic, and Quant Converter add to mineral output without increasing the metal limit. Why build them at a fungus-heavy base with already massive metal output? A Nanoreplicator alone should suffice. I never build QC's anyway, anticipating the Singularity Inductor.)
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Santiago_Claus
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Hmm ... I'll need to check that out, Patashu ... I remember being able to sell off Robotic plants but keep the Nanoreps around, but I don't recall ever building just a Nanoreplicator.
I DO remember thinking to myself after scrapping a Robotic plant, "Gee, I should build just the Nanoreplicator next time, since it has a pollution-mitigating effect." But I've never actually done it.
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