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I have this problem, but I'm gonna 'set the stage' or so.
I'm on the Ultimate Builder Map (which looks like the Map of Planet, btw) as the Gaians. I've consumed Lal a while ago, and Miriam is up on a small island barely connected to the Lake / Ruins landmass I'm on. I took 2 mind worm boils and a couple rovers up there (I'm on Specalist difficulty, dont laugh too hard) and have managed to take quite a few of her bases. Not sure if I'm gonna take over all her bases or beat her into a submission pact, since she has a LOT of bases up there and the distance from my bases is rather high.
Here's my problem. I've built my own bases up pretty well infrastructure wise, and I'm not building too many units because of support issues.
I have no idea what to assign these bases to do! I've had all of em on Stockpile energy for a while, which has allowed me to ramp up my labs somethin' feirce (11 turn breakthroughs to 4) and occasionally funnelling it back into Economy. However, I know I'm doing something wrong.
So what do you guys do when you've built all the 'definately need' buildings, and your terraforming is almost done, and your bases are too far away to put troops onto the field?
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spartak
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Sounds like you don't have your tech set high enough to generate improvments at a fast enough rather. Once you have spaceflight and advanced spaceflight you should be churning out Hydroponic stations and solor energy thing as fast as you can. Boosts you economy really good and allows you to concentrate on other stuff that farming....
Spare formers can spend their time building tubes or being cashed in for Special projects....
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:23
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If you don't have any facilities to build at the moment, you can:
1) build crawlers (IMHO the best way to use your mineral output)
2) build probe teams (like crawlers, they don't need any support, and like crawlers, you can't have too many probe teams)
3) build space stations (but as I understand, you don't have the appropriate techs)
3) prototype new units (you can always disband them after that, and sometimes it's good to have some elements previously prototyped, esp those time-consuming)
4) assign specialists (by clicking on worker icon you can change them into technician or librarian, for instance; they don't gather any minerals then, so you don't waste any minerals .
Be sure to check if you have Bioengineering tech allowing to build units with clean reactor.
Good luck! The drones need you...
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:23
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What's the 'Red Planet' project?
I didn't realise there are other big terraform improvements than Energy Park. Are there more of them, besides those two?
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Main_Brain
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Economic World Center
Jul 2002 time: 06:23
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ahh u mean the 'Blue Planet' approach?
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Main_Brain
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Economic World Center
Jul 2002 time: 06:23
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choosing Domai and ICS'ing
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:23
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quote: Originally posted by Main_Brain
choosing Domai and ICS'ing |
WTF is ICS?
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Main_Brain
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Economic World Center
Jul 2002 time: 06:23
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Infinitive City Sprawling never stop expandig not buildign up bases asap but instead building some extra CP's and colonies and then more colonier morre mOOORE!! then Victory ress assured
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big_canuk
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Leamington, ON, Canada
Jul 2000 time: 00:23
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Crawlers are good for harvesting resources, and to serve as mineral reservoirs for building SPs and prototypes.
As you build crawlers you will have three things to harvest with them, mins, nuts, and energy.
First send them to mines/forests to boost your mineral output. You will need to build two other things:
1. treefarms to increase you clean mineral limit(make sure you have had a fungal pop first). (Hybrid forests and centari preserves are also useful if you have tfs everywhere).
2. more formers to make more mines and farms.
Once minerals are up to modest levels (10-30 per base), then crawlers are best placed on nut tiles (condenser farms prefered) so that you can pop boom and change workers to specialists. When I am booming I often change crawlers from mins to nuts to keep +2 *every* turn. If I can't get +2 one turn, then I turn them all back to mins. (The big shortfall in food doesn't hurt until the nut box is empty.) During the pop boom I try to make 1 crawler/turn, to send to harvest 2 nuts, to keep the boom going.
Once your mins are maxed, and your pop is maxed, send crawlers to harvest energy. Often it is best to crawl crawlers back to your hq and scc, and rehome them there, and then crawl them back out to energy tiles. At your hq you have no effeciency losses, and often the most energy/labs enhancing facilities and SPs. (At frontier bases I make military and/or cps and more crawlers to get new bases off to a flying start by rehoming crawlers to them)
At this point even pre-fusion, I often make trawlers instead of crawlers close to my hq.. They cost 5 rows instead of three, but have great movement, and can harvest energy from cheap tidal harnesses. I often try to have another (or 5) bases close to my hq/scc that have enough min output to make 1 trawler per turn for rehoming to the hq/scc.
As you can see, the sky is the limit for making this production machine. You should never "run out of things to build".
bc
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