 |
|
g_storrow
|
|
Manchester
Aug 2001 time: 05:15
|
|
Does it matter what order you build the improvements on a square? Does building a mine when you have farms get rid off some of the nutrients? I know it does in the sea but can't work it out on land espiacally when there is jungle there. DO you get less minerals from a mine when there is a farm/.soil enricher. SOmetimes the soil enrichers don't seem to add extra nutrients on certain squares or is this an order in which they are built.
Also I never raise or lower land should i be doing?
What are all the abbreviations like SE etc mean.
Thanks
George
|
|
|  |
 |
|
g_storrow
|
|
Manchester
Aug 2001 time: 05:15
|
|
Regarding the resources on a certain square a had a flat low piece of land with an energy resource. I put a farm then a soil enricher then a solar collector. It only then had 1 nutrient and 3 energy this doesn't seem right to me.
Does this raising land and the east of the new raised land gets a drought work. I have heard it mentioned a few times but some people seem sceptical.
|
|
|  |
 |
|
Bob Morane
|
 |
Belgium
Jul 2001 time: 06:15
|
|
g_storrow, it is possible to have only 1 nut and 3 energy from a tile with farm-solar and energy bonus, but this should mean the tile is arid and nearly at sea level.
You ave to be careful where you build a certain terraform.
As said in the terraforming tour (i suggest you have a look at it if not already done) the more green a square is, the more rainy, a square completely green is rainy and will give you 2 nut, a squre with green dots is humid and will give you 1 nut, a brown square is arid and provide no nut. The farm add 1 to the nut output of a square, thus if you put a farm on an arid square, you'll get only 1 nut from the square.
Energy is provided by altitude (as said previously), and if your tile is too low, u'll get no energy at all (even with a collector), but then, the energy bonus could provide you with a +3 energy (or is it +2??), usually, the game will tell u when a solar collector will produce no energy, but perhaps an energy bonus will confuse it.
You really need to be carefull when terraforming, as "normal" terraforming (mines, farms and solars) are not right for every tile. Esp., on arid, flat and low elevation tiles, the only terraformings worthy to do are forests and boreholes. You should always build farms only on rainy tiles (unless u plan to put a condeser nearby), solar on high elevation tiles (or on the tiles where u have farms, as they will not reduce your nut production), mines on rocky squares (with a road to give u max mineral) and forests everywhere else. Also, when u get the tech for max mineral an energy, build a few boreholes and replace your mines with forests (u should have tree farms and hybrid forests by this time, u will have to level rocky tiles).
Hope this help, it is the way i terraform, and i think it works pretty well.
|
|
|  |
 |
|
g_storrow
|
|
Manchester
Aug 2001 time: 05:15
|
|
But I thought having put a farm and a soil enricher on they both counts as one so that wil make it two. Are a farm and a soil enricher any different? I thought they were combined but are they not?
|
|
|  |
 |
|  |
 |
|
Mr. Strange
|
|
It's not quite what's been asked, but I'll point out something interesting here: the order of terraforms matters a great deal if you harvest from fungus squares.
If you have a square with a solar collector- and you plant fungus there, the solar collector will be destroyed and replaced with fungus.
However, if you have a farm and solar collector on the square, the farm will be destroyed- leaving you with a solar collector on the fungus.
Likewise, you can build a solar collector on fungus.
So if you want fungus (late game only, or gaians, with their +1 nut) it's worth it to throw down a farm before putting the fungus down, to preserve any other terraforming.
If anyone has done any research into this, I'd like to hear the results.
--Mr. Strange
|
|
|  |
 |
|
bobyk464
|
|
Rep to Mr. Strange:
Yes, I've seen otherwise incompatible tile improvements occupying the same square. For instance, constructing a condenser on a forest square will destroy the forest, and planting forest in a square will destroy a condenser. However, I've seen forest naturally expand into a square which contains a condenser (condenser only - not condenser & farm), and leave the condenser intact.
|
|
|  |
 |
|
RedFred
|
 |
Vancouver
Jun 1999 time: 21:15
|
|
My reply to the 1 nut, three energy question is also that the square must have become arid. To double check, opposite click your mouse on the square in question for more details.
Mr. Strange has made some interesting comments on terraforming order. Nevertheless, once you have the tech you can make improvements directly to fungus tiles. Also, in general, the order of improving a square will rarely have an impact in the final result. Build what you need the most, first.
WRT the 'roads everywhere' idea, many players do not follow this strategy. Defensive considerations are important, especially near the coast and your borders. In SP, I like single connecting roads between cities, if only because it makes everything look prettier. You really only need roads for your mines on rocky squares.
|
|
|  |
 |
|
Bob Morane
|
 |
Belgium
Jul 2001 time: 06:15
|
|
quote: Originally posted by Darius
You can't make sweeping generalizations like this. Rainy tiles are quite rare, and on an arid world almost nonexistent. Likewise, you may have a low-elevation continent to deal with. Does that mean you should not build farms or solar collectors? No. You have to work with what you are given and make compromises.
Darius |
Looks like i played too many games with dense cloud cover lately
You're right of course. I was not very clear that day. Yes i do build farms and solars on non optimal tiles quite often. In fact i build the farm-solar combination on any tile that is suitable either for farms or solars. Also, the forest everywhere technique i use often is efficient only if u have the prereq tech for tree farms (better with hybrid forests), but i usually try to rush for those techs if i'm not in war.
However, one terraforming i really find quite useless is the mine. Really, mines should be built only on rocky squares, as they would otherwise give u only 2 minerals (on rolling), which is the production of forests. And forests give u food and energy. Plus if u really want lots of minerals, put a few boreholes, they will give u plenty of energy too.
|
|
|  |
 |
|
Blake
|
 |
Brainfallocatione
Oct 2000 time: 17:15
|
|
Ah, raising land and boreholes, that introduces a few more fascinating borehole facts:
If you lower any tiles once you can then build a borehole on it. This is because tiles can never be more than one elevation higher than neighbours, so once it has been lowered it must be the same height or lower than all neighbouring tiles. This works really really well, and I've used it to pave my territory with boreholes, even pre-planning city sites so to be able to fit a maximum density of boreholes. Mind you, I dont do this anymore!
Raising terrain will never destroy boreholes, so after lowering and drilling a square of 4 boreholes raise the tile at the centre of the four boreholes to 3000+, and you can have well elevated land covered with boreholes, this has obvious merits if you want to drown the world with Ecodamage 
If you have to lower every borehole square, and raise the centre of every 4 boreholes from <999 to 3000+ it only costs twice that of the boreholes themselves. The terraforming cost of raising/lowering terrain is trivial for the WP faction, or once you have Clean / Super.
In land scarse challenges such as UBC (or when double blind research) grabbing the WP and raising terrain so you can expand is a very solid strategy. This can be done very early in the game too. Finally, if your troops get sea sick, just get your formers to raise a landbridge to the enemy territory, large scale raises such as that tend to be a bit tedious before super reactors and magtubes, especially when raising a land bridge halfway around the world, which I once did.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|