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Viriato
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Portugal
Aug 1999 time: 05:13
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Some people say that bases should be placed on top of a special resource. Others say that it wouldn't be as efficient as placing bases next to the special resources and using workers and crawlers to collect them.
What do you think of this?
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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Early-game restrictions do not apply to bases or special resources; consequently to get both advantages you should not build bases directly on special resource sites.
Furthermore land-based nutrient resources are best exploited via condenser at any point in the game.
None of what I said seems to apply to sea-based nutrient specials -- you'll have Gene Splicing before you start building sea colonies -- so I guess I wouldn't have any problem theoretically with building on those.
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David Byron
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Building a base on a nutrient special early on allows you to build a high production (12 or 14) center for early SPs. Otherwise don't bother.
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Lord Maxwell
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Uppsala - Sweden
Dec 1999 time: 05:13
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If you play with tech stagnation, and you got the WP I'd say that you could go through quite some pains to be able to borehole every single mineral and energy special.
With the special you get 8 of that resource out of a borehole. (As specials allows you to get the full amount out of a square even with restrictions still enforced.)
So, if you play with tech stagnation, or you are yang/miriam then raise/lower terrain to get that all important borehole in place.
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DilithiumDad
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Depends on faction, too. For factions that can't pop boom (Yang and Morgan), building a base on top of a nutrient bonus may be the best way to expot the resource.
FOr mineral bonus on a rocky square, always build a mine (7 mineral) or a borehole.
------------------
Creator of the Ultimate Builder Map, based on the Huge Map of Planet
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Buddha
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Midland, MI, USA
Jan 2000 time: 05:13
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One of the recent versions allows both to pop boom- with Golden age.
Golden Age works only for bases size 4 or greater with at least half their population talents. Combine this with a creche and
Demo for Morgan or Planned for Yang
And your base will have total +6 growth, meaning pop boom. For the pop boom to actually enlarge your population you need +2 excess nutrients being produced at that base.
Turn 1.- base converts a few workers to doctors
Turn 2.- If all criteria are met, no drones, 4+ people, and half population talents then base displays "golden age begun" message
Turn 3.- If base has a creche and the factions SE is demo or planned and the base is still in a golden age AND it is making 2 extra food then population grows by 1 point.
I forest the nutrient resources, because with a Hybrid forest thats 5-2-2, a lot better than a condenser+ Farm would produce. If you space your cities closely together then you can share this extra food, a base can use it to leap to full size, then let another base use it. Or you can use crawlers.
I build a lot of crawlers taking in minerals early on, then once that base has heavy infrastructure I switch those crawlers to food and pop boom to maximum. Then switch crawlers back to minerals.
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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Ogie:
I do understand the rules of the game. However, it is very rare to have sea bases before the discovery of Gene Splicing. This mitigates the rule "don't build on specials because of the restrictions" -- what are the odds you'll have sea bases before Gene Splicing? (Well, okay, there are the Pirates ...)
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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The yucky part is when so-called "pact brothers" steal your territory by building sea bases right off your coast.
You can demand the base be given to you, of course, or trade it for another, but any way you look at it it's a raw deal. The territorial rules just aren't tight enough.
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Viriato
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Portugal
Aug 1999 time: 05:13
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Ogie: I have to admit that I didn't have heard of that aproach. Thanks for sharing it.
It's amazing how one can learn something new almost every week after playing for so long.
I will test it as soon as I get the chance.
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Vi Vicdi
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Killeen, TX, USA
Nov 1999 time: 23:13
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Condensers are also exempt from nutrient restrictions, meaning if you get WP you can delay Gene Splicing in favor of some of the early military tech.
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Scott Johnson
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Port Huron, MI, USA
Oct 1999 time: 05:13
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I see two potential problems with Og's idea re: condensors.
1) Don't condensors, like boreholes & mirrors, cause considerable eco-impact? That either means that you are reducing the number of boreholes that Chiron will tolerate, or you're inviting global warming.
2) Turn disadvantage. Sure, you're gaining the considerable advantages you mentioned, but how many turns are you losing while you wait for your formers to finish the job (and they are unavailable for other tasks)?
Really, Og, I think it's an intriguing idea; just being the ol' Devil's Advocate. ;- )
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Ogie is right, especially about the mineral bonus + rocky squares. I condsider these more important than a landmark in the early game because a single square like this can provide the mineral equivelent of 4 squares. A base with a crawler on one of these has a huge boost.. all before the restriction boosting techs make boreholes or mines relevent.
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Enigma
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Midland, MI, USA
Feb 2000 time: 05:13
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Yes.. same thing with condenser I used to think.. but there are so few possible situations for resources in SMAC that I think the game has special coding for several situations.. like mine+ min bonus. I have never seen ghost energy appear though. Condenser+farm+soil enricher+ nutrient bonus should give you a lot less than it does (10) but I have heard some people say that condensers increase food in a square by 50% or something like that. No really good formulas out there to figure all this out.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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When I'm playing a game, my overall goal is to optomize every square on the continent for production, and my thinking on that goes something like this:
With my standard game, bases spaced three apart, the biggest weakness I have is in that my base squares (even after the construction of a recycling tank) are among the worst on the map by the midgame. Thus, any chance I get, my preference is to build the bases right over a special resource square, knowing that the best I will be able to do from that square is an additional 1/1/1 with the construction of a Rec. Tanks. If a square falls inside the productive radius of my base, most often, I'll want that square to be a forest, because that provides me with the most bang for the turns spent in former activity.
If a square lies outside a base production radius, and is being worked by a crawler, my goal becomes to analyze that square, and optomize it for the maximum possible production of whatever I'm hauling out of there, and not even worry about the (generally minimal) loss of the "off" factor of production (ie - if I'm getting seven nutrients via my crawler, I'll not mind overmuch the fact that I'm losing a one mineral and one energy from that square). Boreholes, being that they produce soooo many minerals AND energy are the exception to this rule, and are almost always constructed inside the production zone of a base, where they can be worked via workers to maximize the gain, and where that base's enhancements can mitigate the eco damage caused by its presence.
Thoughts on crawler defense: It depends on your game, but it seems to me, that the most vulnerable position to be in is to have a lot of crawlers supplying food to your base. One attack by an enemy sniping unit, and you could lose several points of population very quickly. Next most vulnerable would be your mineral producers, especially if you have a lot of minerals tied up in support costs....again, one sneak attack and your base mineral production could begin to fall off precipitously. Least worrysome, are attacks made against crawlers providing additional energy....true, it will slow down your research and cause your per-turn cashflow to drop, but it does nothing to risk the population of the base in general, nor your ability to replace the losses.
-=Vel=-
(early afternoon musings)
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