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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:36
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Doctors - no doubt. Psych allocation will be all but useless in newer bases...there won't be enough energy to round to enough psych points with any reasonable allocation while your core bases will be wasting scads of raw energy allocated to unneccessary psych points. Further, without a creche at the newer bases, inefficiency will probably be eating a largfe portion of their raw energy yield anyway...which loss precedes allocation.
If you have the PTS and are running FM, Psych MIGHT work. Since you mention police, I presume FM isn't in place now.
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:36
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Pysch allocation, in the long run, is much better, but it requires a wealthy economy, which only fits some playing styles, and is not worth it if bases aren't providing enough energy, and if they are too low in population.
Ultimately, doctors are easier, and for early on, more practical, because they don't affect the overall economy, just the individual base, so that you only budget for psych at the bases that need it, and don't waste the energy on the small bases that don't.
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Santiago_Claus
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Psych allocation doesn't really come into its own until you have some "amplifying" facilities like Research Hospitals, Holo Theaters, and Tree Farms, and can use the extra psych to promote Golden Ages.
It also always goes to super-drones first, so if you're heavily bureaucratized a lot of your psych spending gets "swallowed up" without much apparent effect. Boost efficiency with a switch to Green or even Knowledge and all of a sudden that 10% psych budget makes a huge difference.
Lastly there's the cap: 2 psych per population I think. With enough b-drones the cap makes it impossible for some bases to enter Golden Age at all.
The reason doctors seem to work so much better is that a doctor actually removes 2 drones: one from the doctor's psychiatric skills and one being the doctor himself. Of course that's also the price: doctors don't produce anything else.
Specialists in general are never drones, but then you already know that, as I remember reading elsewhere that you are a proponent of specialists.
They also never farm. It was Jamski I think who said the best early-mid game drone-reducing strategy is to crawler nutrients and trade workers for specialists.
Some unrest-reducers work regardless of super-drones. Military always quell 1 drone and police always 2. The Rec Commons and Holo Theater seem to always pacify 2, as well. Most SP's like HGP seem to only make 1 change, from super-drone to drone, drone to worker, or worker to talent.
But your tech level is before all that. In your case I'd go with 2 military units & 1 doctor. A colony pod is a good build. Without WP specialist bases will be tough until Gene Splicing.
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Santiago_Claus
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That's kind of what I meant: getting to size 5 without WP or Gene Splicing isn't practical.
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