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-SafaN-
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Hey i'm new to smac, and come from playing the civ series. I'm bot really good but try to stand in the third highest dif. I had a question about crawlers and the morganites in the general.
It seems that most peeps here think crawlers are the ultimate thing, but i have still some difficulties understanding them.
If u space your cities 1 apart then what places u have to crawl? or is the idea to set on each spot three crawlers and then making only specialists in the city?
I understand there is a trick with SP and crawlers to, is it like building a normal crawler, moving to the city of the SP then upgrade with heaviest armor and expensive abilities using cash and then trading it in for the SP?
With the unit designing: for defending does the weapon matter? This is probably already asked 100000000 times sorry.
That is it for now i think
thanks for answering Cya
SafaN
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Minute Mirage
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Helsinki
Aug 2003 time: 07:36
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quote: Originally posted by Dissident
I still can't see crawling squares your own city workers can work.
Aside from rocky mine squares of course. Or putting a borehole on flat arid land. |
Let's say you crawl a square that produces only one resource, such as a condensor/farm. By crawling the square, you can use the worker for another task. This task could be working another square such as a forest, which produces a more balanced mix of resources and is thus less suitable for crawling.
However, it's very common to use the freed worker as a specialist. Some advantages of specialists:
- They don't riot. By keeping most of your population in a city as specialists, you need very little in the way of drone control.
- They produce energy (duh!). A size 5 city can support librarians and technicians which produce 3 points of energy of one type. The specialists improve as the game goes on, and the best specialists, transcends, produce as much as six points of useful energy (and some psych to boot).
- The energy from the specialists is multiplied by the base facilities.
- The specialist energy is immune to inefficiency. This is a huge thing at some cases, and it's very useful for someone like Yang.
- Specialists are very flexible. You can change the allocation from labs to economy or psych by changing your specialists. You can do this in a base by base basis, and you don't suffer any penalties like you would if you tinkered with the slider with less than optimal efficiency.
One negative thing about using specialists is that their energy does not count for commerce. So if you get a lot of commerce income, you might want to try to get more energy the traditional way from workers.
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