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Flubber
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With a view of the Rockies
Aug 2000 time: 22:18
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It is also helpful to understand how raising land works. Basically there are adjacency rules such that every tile must be within one elevation "level" of every tile adjacent to it.
The levels are basically 1000m increments. Lets say you have a tile that is at 1020m that is adjacent to 3 of your endangered coastal tiles. If you raise the 1020m tile, it will go to 2020 and the 3 adjacent tiles will each go to a a level above 1000 but it will wreck your coastline since none of them would now be coastal ( a tile with elevation in excess of 1000 cannot be on the coast since water has elevations less than 0)
I often wished that you could build a dike to protect a given tile from sea level rises since I share your frustration about having to wreck your coastline to prevent submersion. The other solution would be if you could do partial raises . . . Wouldn't it be cool if you could raise a tile in increments of 250m (with correspondingly reduced former time). Then you could just raise up your endangered tiles. I hate it when I have to choose betwween losing my boreholes or my tidal harnesses.
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Senethro
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I thought you could do partial raises? Or at least in a ghetto manner. I thought that every 2 turns or so the tile the former is working on rises and that only at turn 8 is the full height achieved.
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Senethro
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Hmmmm, I wasn't sure, because when doing energy parks I typically do mass terraformers in raising land. Its not always easy to see who raised what and when.
Everyone find Geomodder to be correct?
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reznod
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Change these lines:
Global Warming (Latitude DIVISOR for global warming) Smaller # increases effect of warming
And:
Sea Level Rises (Magnitude of sea level changes from ice cap melting/freezing)
Set the first one to something like 99999 and the second set to 0. Doing this you may have a global warning message pop up if you have extreme eco damage but it will not cause the water to rise.
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Nabvrimn
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Also, scrap and rebuild any treefarms, hybrid forests, or eco preserves that were built before your first fungal pop. They don't have any effect.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:18
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quote: Originally posted by Chaos Theory
Building the Singularity Inductor will very likely cause many pops and extreme global warming. To avoid this, either your mineral output needs to be very low, or you must have aggressively raised your clean mineral limit. Now, I enjoy having 20 pops all of a sudden since I view that as about 5000 credits, as long as I'm prepared to kill locusts. |
Its pretty easy to raise your clean mineral limit in the late game-- In my latest I had 20 bases and I took 3 turns where each of them built and scrapped a preserve each time. Those 60 clean minerals on top of the existing limit meant that I only had a couple of bases showing ecodamage even after I built that singularity thingee AND the BMT on the next turn. I love to see a base producing a hundred minerals with no consequences
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:18
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quote: Originally posted by Chaos Theory
That late, I'd be more likely to build a nanohospital, quantum lab, and satellite than three centauri preserves. |
All the bases had the nano and quantum labs within 1 turn of them becoming available IIRC. I also had more sats up of each type than my 11 pop so extra sats were not required.
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All times are GMT. The time now is 05:18. Apolyton Time is 00:18. |
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