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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:19
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Specialists are very nice, as 3 labs = 3 energy not subject to most inefficiency losses. Furthermore, once you get Fusion Power, use Engineers, which are worth 5 energy each. Multiply by facilities and you have a great deal of energy, which can boost your tech rate to greater than 1/turn. Drone control isn't a big deal with specialists, as you may already know.
IMO, the ME is a sub-par project, which I usually skip. If I build it, it needs to be in a base with potential access to an energy park, and if it isn't my HQ, it will become it. I'm not experienced at using energy parks, though. Of course, you can combine the two tactics of specialists and energy parks.
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Pocus
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so by following the logic, why not having only specialists, and supply crawlers? Citizens use their brains, and robots harvest the soil of Planet.
Thats somehow what can happen in the future btw
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Blake
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Brainfallocatione
Oct 2000 time: 17:19
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quote: so by following the logic, why not having only specialists, and supply crawlers? Citizens use their brains, and robots harvest the soil of Planet.
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Because Boreholes are decent worked and we need to build em for minerals! . Altough an ICS crawler/specialist purist will prefer to crawl boreholes because of high energy losses due to ineffic... and once they have those mineral orbitals they should replace the boreholes with condensors.
Some players will plaster the map in condensors and crawl all of them, and either work or crawl the boreholes, it's boring.... however it's worth noting that crawling isn't a large part of specialists, later in the game (and lets assume it's okay talking about mid-late game in a thread including "energy park") each condensor can support 6 specialists, assuming it's crawled. However crawlers can be destroyed, if it is destroyed then needs to be worked and can thus only support 5 specialists - but this is only a 20% loss in energy, when energy park crawlers get wiped out it's far more frustrating because you lose ALL the energy output of that tile rather than just 20%.
Note also working plain forest, with nut sats and hybrid forests each worked forest supports 2 specialists, so 2/3rds of your population are specialists... the energy density is considerably lower for forest than condensor, but so is the investment in formers and playing time.
Energy parks were fun to play with when I was just starting SMAX... but after the novelty wore off I've stuck with specialists ever since, they work just as well if not better than energy parks, are definitely less hassle and you aren't relying on getting those SP's. And if you do get a +100% SP or two you can always pod-boom the base and stuff it full of labs specialists.
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