 |
|
Control Freak
|
|
Kingston, Ontario
Nov 2001 time: 00:17
|
|
Being new to the game I am constantly perplexed with all the terraforming choices. Are there any patterns or formulas that can be used to help optimize production???
Is underlying terrain all that important once you can build condensors and boreholes???
What about fungus squares and forests???
Thanks to previous suggestions (Sil, Ogie and the rest) I am using a 3 square base placement and using supply crawlers a lot - which has made my games much better.
So any ideas about terraforming???
Thanks in advance...
|
|
|  |
 |
|
Yxklyx
|
|
With Single Player on Transcend in mind...
The bonus resources are the key since they do not suffer the limits that other squares receive before Gene Splicing, Eco Eng, and Env Eng. This is not obvious from the rulebook.
I'll usually forest all nut bonuses to get 3-2-1. I also forest all mineral bonuses to get 1-4-1 - except mineral bonuses in rocky which I mine to get 0-7-0. I don't bother too much with energy bonuses. Also early on, Farm/Solar in moist/rolling and Solar in rainy/rolling. Leave flat terrain for forests. I road most every square I work on either before or after it's worked on.
I will occasionally use a condensor. In some games I don't build any boreholes, in others I build one per base.
I don't build Supply Crawlers - I find it makes the game too easy.
|
|
|  |
 |
|
Yxklyx
|
|
quote: Making sea formers which of course go to t-forming kelp and tidal harnesses exclusively. |
Oh yeah, this is a good point - unless I'm the Pirates I never build mining platforms. The forests produce the minerals, the ocean provides the food and energy.
|
|
|  |
 |
|
Control Freak
|
|
Kingston, Ontario
Nov 2001 time: 00:17
|
|
This is good stuff!
To boil it down:
1. ensure base growth (2 nuts on any one square to start)
2. mine the rocky squares
3. forest and kelp early
4. only kelp and tidal in oceans.
I've never changed the blind research option off yet so I do find that the limits on production do hinder for awhile.
Also I have been not building enough roads - just connecting my cities is all. I'll put this info to use and more than likely end up with even more questions!
Thanks
|
|
|  |
 |
|
Shai-Hulud
|
|
Finland
Jan 2002 time: 07:17
|
|
Now, while we're at it. I used to believe into all-forest strategy and certainly it worked very well. But since I'm moving into MP now, I need to think something even more efficient. I am going to seriously test specialist approach, especially when playing a faction of high inefficiency.
So, how do you determine whether to plant a forest or something else?
What's the optimal quantity of Boreholes?
And should you depend on all-forest after the facilities are built when playing an efficient faction?
|
|
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
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
|
|
|
|
|
|