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Flubber
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With a view of the Rockies
Aug 2000 time: 22:31
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I hardly build psi gates as well since my games hardly ever get to the point where they are available but I don't build all the facilities in all the bases either--For example
Science productivity bases-- hardly ever get things like command centres, punishment spheres, bioenhancement -- It will build all the science and energy enhancements and then pump out crawlers/trawlers from then on.
Military bases -- may get ONLY a p sphere and the morale enhancers-- The idea is a base with 0 energy production but high minerals
Crawler factories-- these may get a psphere but often you can just use specialists if they happen to grow-- The sole purpose of this type of base is to feed crawlers to the science or military bases so it builds no other facilities.
The thing I probably build least in the early game is a perimeter defense. I figure if I can't kill the enemy units before they attack my bases, I'm already in trouble. So they are just a sometimes thing if I need some added defense at a chokepoint until I can get units there.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:31
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OH and some of the psi facilities to pacify planet are not needed. The ecodamage formula shows how repeatedly building and scrapping the cheapest one of these types of facilities is the way to go.
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WotanAnubis
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I never build Punishment Spheres. Of course, I'm not a particularly good or efficient player who plays for the fun instead of the win and Punishment Spheres just don't sit well with me.
That's also why I don't build a lot of Genejack Factories.
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:31
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I am shocked nobody has mentioned the single most god-awful p.o.s. facility......
The Skunkworks!
Build a crawler instead. Have it harvesting resources until the point you need to use it. Much more efficient.
Last edited by livid imp on 15-01-2005 at 01:26
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Senethro
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Don't diss the Skunkworks. Its never a Tree Farm, but it has its uses. I sometimes find it useful to build one. Not only does it aid prototyping (especially for planet busters) but it removes the retooling penalty. In my best minerals base I'm happy to build one skunkworks for that flexibility. If an emergency comes up I know that when I change production the new production will still be in the range where it hurries cheaply.
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Blake
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Brainfallocatione
Oct 2000 time: 17:31
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I suspect Skunkworks might be usable for a few interesting exploits - but theres already enough of those.
The Evil Facilities are GREAT.
Punishment Sphere. No. Drones. Ever. Vital for large scale conquest under FM or other play styles that don't make extensive use of police and/or the LLV & planned. Heres the reasons to rush them in conquered bases:
1) It's cheap, probably cheaper than rec + holo and a single rush buy! (exeption being Zak with VW). Ofcourse you can still leave some bases "unpunished" if enough drone control from the old regime survives.
2) All workers can go to work bringing in minerals, making the base immediately useful for - building cheap shell units, rush buys, supporting units (until the base produces exactly 10 minerals), you can rush a genejack to further enhance this aspect. A base being starved by specialists is not nearly as productive.
3) It can grow like crazy. Theres no need to starve the base initially and if you have nut orbitals it can grow really fast. This means council votes!!! (Using captured, opressed bases for votes really is pure evil if you think about it, perfect for those hypocritical Peacekeepers).
4) It wont bother you with drone issues ever again. Less Micro is a Good Thing.
5) They help protect against mind control by raising the cost, you don't want your armies getting yoinked in a package deal with some crummy captured base.
6) They are evil in an Evil Mastermind kind of way. And you can hunch over you're keyboard and cackle "Punishment! Punishment for everybody! Mwahahah!" (strictly optional)
Genejack: Unless you're actually relying on GA's then you really won't notice the extra drone. If you're expanding like you "should" then you definitely wont notice it. The build cost and upkeep is so low that the genejack is nearly a must build in every base. Even in a base with a piddly 10 minerals it gives 5 extra minerals, that could be used to support 5 non-clean units and thus bring the base back down to the magic 10. It brings bases working only a borehole up to the magic 10 (actually 11 or 12 IIRC - support a unit or 2 for "free").
Borderline Useful:
Bio lab: The benefits are marginal but it will turn a profit in maybe 30 turns. The labs produced are specialist labs - immune to effic and multiplied by netnodes etc. Low priority but wont be a liability.
Brood Pits: Hmmm yet another way to control drones? Still not bad if you have the AV and want to ditch PS while still keeping the maxed out police effect. Or to negate FM drones. The native effects are quite significant, especially the cost reduction. The combat morale effect is bugged and doesn't work AFAIK.
Paradise Gardens: Just too late in the game. They might be useful if you still want GA's for some reason, or just as a bit of extra drone control in bases with little energy for pysch - if you have more credits than sense (like, are running FM) then it can't hurt to get some.
Any other late game facility is also rather pointless to build if you are wrapping up the game. Quantum labs everywhere will help you transcend faster, but will usually slow down conquest compared to building a couple of units instead. Psi gate may give a little benefit to conquest... but are mostly used for dumb tricks like teleporting ships into land bases.
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livid imp
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Gimme a quarter or I'll touch you
Mar 2004 time: 21:31
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That was one of my first SMAC posts. Whether or not airbases were a liablity.
If your enemy has airpower, they could use them to get to you just as easily as you could get to them. You'd be better off just building a base. They'd at least need a ground unit to use the base vs just landing in it.
Last edited by livid imp on 16-01-2005 at 04:43
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Xian
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quote: Originally posted by Dissident
I'm finding sometimes there are too many options in SMAC expansion. You never really have time to build everything. There are some base facilities I never build. And some game designs I find to be useless. Although it is great to have more options, because I'm sure there are some of you out there, that probably use these. So that's why I made this thread.
Psi gates is a big one for me. What good are they? There are more as well, but I'll need to load up my last save game. I never build these facilities so I don't remember their names. |
Maybe its just that fact that i like Industrial factions, (Hive Drones) but the ONLY base facilities i DONT want build are Punishment spheres and things that are rendered obsolete from secret projects - otherwise anythigns a go
Psi gates are rarely used but they still get built it I have time
I really disagree with the concept that the game has too many options. The more facilities and different styles of customization, the more options for strategies players can build... I think that you may be ignorant of the different tactics other players use, I wouldnt be so quick to dismiss any facility
I honestly can name a way in which every facility in the game could be critical to a strategy
I try to play an "ethical AC" even when the Hive, and that means I always keep my status "Noble" and never build PSes, but i do build Genejack factories and have never found them to affect my drones too much. Also i try to keep a perfect ecological rating at ALL my bases ALL the time
It all depends on what faction you play and what difficulty you choose
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Senethro
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Each Flechette works once per turn.
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Harfang
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Montréal, Québec, Canada
Nov 2001 time: 00:31
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I'm definitely no expert. I play mostly as a builder or hybrid on Thinker and I find that once I get Advanced Spaceflight (usually the first or second level 8 tech obtained through blind research), it's game over. The rest is just icing on the cake.
(Nearly) never: Punishment Sphere, Paradise Garden, Temple of Planet, Brood Pit, Covert Ops Center, Tachyon Field, Quantum Converter, Nanoreplicator, Psi Gate, Genejack Factory, Flechette Defense System.
Rarely: Biology Lab, Centauri Preserve, Skunkwork, Robotic Assembly Plant.
Enough lead to get the secret project instead: Naval Yard, Aerospace Complex, Bioenhancement Center.
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