 |
|
Livid_Imp
|
|
I was pod-booming my capitol/SSC past the hab limit of 14 in order to turn as many workers into engineers as possible. I had all the workable tiles worked so new pods would create empaths, which I would then switch to engineers. Once I hit pop number 34 (or 35, I can't remember) I could no longer turn the empaths into engineers.
Any one else hear of this?
|
|
|  |
 |
|
Livid_Imp
|
|
I don't suppose building a hab dome will help this any will it?
|
|
|  |
 |
|
Sikander
|
 |
Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:36
|
|
quote: Originally posted by Livid_Imp
I don't suppose building a hab dome will help this any will it? |
The problem actually is that you are only allowed 16 (iirc) specialists which you can set, all others after that will be chosen by the game. Also iirc they seem to come in sets, so say you have 16 engineers the game will next give you 16 empaths, and then 16 thinkers. I believe that it alternates sets of 16 between psych, econ and lab producers, and it only uses the most advanced of each type. Once you get transcends this shouldn't be a problem, as it will set all specialists after the first 16 automatically to transcends, again iirc. Usually by the time I'm in this position the game is already won and becoming a management nightmare, so I haven't spent much time playing the late game.
Again, if anyone knows any differently I'd like to hear from you.
|
|
|  |
 |
|
Livid_Imp
|
|
Well of course it would be easy if you built at the pole, there is a load of rocky tiles to mine that the AI would never step foot on. All those mins negates the one big problem with sea bases. To me a "sea base" is really a base that is all or mostly ocean tiles. Parking sea CP next to a large chunk of land is pointless unless it is to be a invasion portal. If you are going to park a sea base next to a large coast then you might as well build it ON land and get the benefit of territory (not to mention foils and cruisers can not capture your base then)
Do a OCC sea base with nothing but sea tiles.
Still very doable. Just trawl every min bonus+sea mine (4 min) you can. It leaves your trawlers spread out and vulnerable, but it is better than crappy production. Plus the extra cash from all the energy raked in helps with production.
|
|
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
|
|
quote: Originally posted by Chaunk
Not really. Try it on a huge world, and just hide around a pole. Easiest occ I've done |
Same here - I OCC'd as the Pirates - cosied (coseyed?)up to Yang (by happenstance he was the power on the nearest continent) - he gifted me airpower and then fusion, which was a lifesaver as Sparta kept coming at me. I ran the 3P strategy (Police, Planned, Power) and just waited out the researchers to steal transcendence (hand in hand with good ol' Sheng-Ji) - trawlers are awesome to upgrade for an SP
quote: Originally posted by Livid_Imp
It leaves your trawlers spread out and vulnerable, but it is better than crappy production |
They're remarkably resilient if they have good morale and armor. the Pirates Naval Yard gives +2 and Power another +2, and plop 3-res or even better, 8-res armor on them and they'll survive many a worm attack and anything up to shard (with 8-res). They are vulnerable to mind control, though - that's where I tend to lose most of mine
Last edited by Googlie on 05-06-2004 at 05:48
|
|
|  |
All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|