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mark13
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Northampton, England
Sep 2000 time: 05:14
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The PTS (like a lot of others) can be a hugely valuable SP in the right circumstances. Its advantages are obvious, but to fully appreciate the value of this SP, we should look at its advantages, and how they can be applied in a normal game environment:
1) All new bases are automatically given size three status from the get-go.
This can be hugely beneficial if you plan to start an expansion phase any time soon. It basically cuts the time it takes to get a pod out of your new base in half and as such, continents can be filled a lot more quickly.
This advantage is magnified if you have rainy terrain nearby, obviously - simply because the size 3 can be sustained.
The drones can also be a problem. However, if you simply starve the base to size 2, and let it develop as a size 2 base - it's better than your bog-standard size 1er, right?
2) One less drone in all bases of size 3 and under.
This is massive, and makes drone riots in your new bases unlikely, unless you have a *seriously* large and sprawling empire. Most drone problems can be alleviated by building a garrison straight off, or if you are running FM, rushing a commons.
3) All existing bases that are less than size 3 are given automatic size 3 status.
This is the one a lot of people miss, and can be massively beneficial to your early game expansion. If you have recently undergone an expansion phase, your pop will benefit massively from this - and as your bases have some terraforming nearby, a lot of your bases won't starve straight off.
So, in what instances can this be useful? Using #1 as an example, any ICS-esque strategy can benefit from this. Though you may need to get a couple of formers to the base site beforehand, it effectively allows you to get infrastructure up in your new base that much quicker. Plus, the obvious advantages of having a higher pop - higher mineral output, research, and council votes, to name but three.
#2 can help alleviate most early game drone issues, and makes light of the bureaucracy issue in newly founded bases. As such, once again it is an ICS strategy that can benefit most.
#3 can help, once again, if you have recently plonked a load of bases down, and are having trouble getting infrastructure up.
Any perfectionist strategy isn't going to benefit from the PTS very much at all - you're better off going for the VW instead. However, if you are planning any sort of an expansion phase in the near future, the PTS can be massive, cutting your expansion time, effectively, in half.
How it can be described as a nuisance is beyond me, however. 
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DilithiumDad
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The PTS can tip the game in multiplayer. The trick is all in the timing. Build colony pods massively in all bases except the one building the PTS. When you have driven the population of your bases down to one or two by building pods, now complete the PTS. Your population can easily double instantly! If you have recycling tanks built or a single 2-nutrient tile, you won't have starvation. This pop-doubling trick is the main use of the PTS.
Planet size is important too. On a small planet, you will already have founded most of your bases by hte time you build it. The PTS is most useful on a huge planet. If your planet is arid or high in fungus, you will have a lot of bases starving. My favorite trick to avoid starvation is accompany each pod with a trance crawler and crawl in one nutrient and garrison the base at the same time.
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:14
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I am a big fan of the PTS pop boom. I is a big early advantage to suddenly double (or almost triple, if you do it right), your population. And early turn advantage just multiplies.
You are right, it is a PIA later. It forces much more attention be focused on base placement with at least 1 - 2 nut square, or later on 2 - 2 nut squares, when one of the first citizens needs to be a doctor because of drone reasons. I often use a nearby crawler, of send 1 or 2 along to crawl 1 or 2 nuts for the first few turns, till the police, or rec com is built. This is a PIA, but it continues to help your game. I often build the PTS, and the HGP almost together to help avoid some of the MM and PIA.
I always instabuild them with crawlers. Better to have your investment in mins out working while you wait, rather than just sitting there. 10 crawlers for the PTS, and 6 or 7 for the HGP. This also hides your intent from anyone with infiltration.
The PTS is a luxury for any easy pop booming faction. The tough pop boomers, its a good investment. For Hive, and smac Morgan, its almost a must.
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Imp
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The Planetary Transit System only provides that *new* bases, bases created after the secret project has been created, will start at size 3. Thus a base already established cannot start at size 3, as it as already started. So you can still have bases lower than size 3 if they're old and slow in growth.
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Horus
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Sweden
Nov 2000 time: 05:14
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Mark, it dosen't happen to my faction in our current MP...
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All times are GMT. The time now is 05:14. Apolyton Time is 00:14. |
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