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yavoon
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I use to, but I became weak. I really think crawlers add cool strategy to smac. and sicne I win w/ or w/o crawlers, and play casual challenge games all the time. I now either have a 1 crawler/base or 2 crawler/base rule.
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Fitz
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& Anarchist
Mar 2000 time: 21:16
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I limit myself to mines within the base resource radii. It gets you rolling in the beginning of the game. However, since I usually play agressive opponents and lots of fungus on transcend, and with blind research, it helps some. I'm not a master player who can do things like the One City Challenge. 
Interestingly enough, if you are on Blind research and choose build as your priority, you get tree farms fast and crawlers slow. So I tend to do that to delay the advantage.
To use a crawler: Move the crawler to any square you want to get a single resourse from (nuts, mins or energy) and hit the O key. That pops up a menu that asks which of the three you want to crawl (and how much that square provides). Caveats: The square cannot be worked by a base worker, and only one crawler per square can crawl it. Obviously, if the square is not near a base, the first part is less important.
Examples: Base has a mine with a road on a rocky square. You can use a worker to get the four minerals, or put a crawler on it and get all 4 minerals (for the crawlers home base) plus put the worker on another square.
Base has a borehole, but when you move a worker onto it, growth becomes stagnant. Put a crawler on it and get 6 minerals or 6 energy for the crawlers home base.
A nutrient special is outside the resource radii of your bases by one square. You have terraformed a condensor and farm on it. The square is rainy and rolling (thus with improvements provides 7 nutrients and 1 mineral). Send a crawler to it, and it returns 7 nutrients or 1 mineral to the crawlers home base.
Other crawler uses:
Convoy resources. Move the crawler from it's home base to another base. A menu pops up (hit the O key if it does not) asking if you want to move a single point of one resource from the home base to the one it is currently in. Not used much because it is only a single point. Better to rehome the crawler (Ctrl-H) and send it to a square to harvest 2+ of that resource.
Disband for full minerals: Most units only disband to add half their mineral value to the build the base they disbanded in was working on. However, in two circumstances, crawlers can disband to add their full mineral value to build. If the base is building a Secret Project or a Prototype, the crawler adds full value. Used frequently by most players. Effectively, you transfer from one base to the other minerals, in groups of 30 (more if the crawler is worth more, with armor etc). So you can use as many bases as you want to work on that Secret Project. 
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Mizaq
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San Diego
Nov 2001 time: 21:16
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i've had upwards of 25 crawlers at one time waiting for me to discover a tech so i can speed build a wonder. it's the way to spiral up exponentially in the end game.
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wheathin
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I play with a self-imposed limit of two harvesting crawlers per base, and these are almost always within the base-radius.
But I allow for unlimited builds for SP cash-ins. When I get a few good bases, I design a number of different configurations of crawlers to minimize waste and speed building. Especially for SP speedbuilding, I find that rover-crawlers are cool and air-crawlers more so.
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