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MariOne
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Erewhon in Neverland
May 1999 time: 06:21
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quote: Originally posted by Iskandar Reza
[threadjack]Your handle sounds like a psychoactive substance I smoke from time to time [/threadjack] |
Hi Reza, I'm MoSe @ACOL & @CG, SquidLace @CGN 
Actually, in italian the suffix -one means big, thus my ID here means Big MariO.
Only LATER I realised how it sounded with the english pronunciation! That was.. a not planned collateral effect! 
I won't refuse that interpretation, although it's just a thing of the distant past, for me...
___
Sikander, Vel's Guide it's not the Bible, it's not error-free.
The thread I was referring too indeed pointed out that exact error in Vel's guide.
It's easy to self-test tho.
About the version issue, I remember testing it *long* ago, with Aredhran & JAMiAM. For sure what I report applies to SMACv4, I can't say just offhand for earlier patches.
___
PS: I gave in to SMAX about 1 year later than its publishing, I still regard it mainly as a costly SMAC patch, I only play SMAX with the original 7 factions, but I have it.
I use still to do my tests in SMAC, and I can't recall whether I reiterated this one in SMAX, or if I just took it for granted, not wanting to waste any money in my actual SMAX games...
But very likley I DID re-check it in SMAX when I posted in the mentioned thread, which was less than a year ago, or even more recent.
Last edited by MariOne on 19-07-2002 at 14:02
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MariOne
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Erewhon in Neverland
May 1999 time: 06:21
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LOL!
I confirm what I already knew and always had:
I retested it for the n-th time just to be sure, and indeed you can't carry over more than the minerals you produce, with a maximum of 10.
Thus, overpaying is a waste: none of those red bricks will be ever carried over.
All those who thought so have always been under a false impression, and never *properly* tested the feature.
Overpaying has only one very minor application:
if you SWITCH then prduction before comleting the turn.
I expound:
you know that units hurry cst depends on the missing minerals.
If you miss more than 40 minerals to build a unit, those will cost more than 4ec each.
Facility minerals always cost 2ec each, regardless of the amount missing.
Switching to a unit will halve the minerals in excess of 10. Even that way, you'd have paid units minerals 4 each, by rushing the facility.
Optimal start for this trick is when you exactly have 10 minerals, no less (to avid paying double), no more (or at least very few more, unless you're *already* producing a facility).
In such case, you can pick any facilty, even a cheap one. You can indeed overpay that facility, and you'll very likely have to, as to get for instance 60 minerals in the end for your unit you must pay for 10+50+50=110 minerals for the "buffer" facility.
You see that such cases are mere theory, it's exceptionally rare that you find yourself in such situations.
Other exceptional occurrence, is when you know that next turn you'll discover a less industry intensive SE model, and you'll want to switch as soon as you discover it, before turn updates.
Imagine: you are runnig Planned, you are going to discvover IndEcon and you know you'll want to switch to FM during the "discovery pop-up", to begin the turn with the extra energy . Your items will cost 10% more, when it will come to next turn updates. if you want to rush items now, you must take into account the new cost, and this could lead you to overpay.
These "overpaid" minerals will not be actually such, as the item will be produced applying the new higher cost.
Also this is just theory tho...
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