Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > Fungus tower
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Albin is offline Albin
Settler

Dec 2002
time: 05:24
  Old Post 07-01-2003 12:24
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Fungus tower Get a bigger avatar today!

As a green SMAC player I was interested in the new native units in SMAX. But after playing some games (only single player) I don't see any use for fungus towers. Is it really the best to destroy them and take the energy? The AI likes to do this. I never seen this towers producing more worms and launchers than tower-less fungus. Any ideas?

Anun Ik Oba is offline Anun Ik Oba
Emperor
Grace of God
Sep 1999
time: 00:24
  Old Post 07-01-2003 12:34
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

I usually tackle them when I am able. I can't imagine they are anything else than just a nuissance, unless you like to do the 'bio-hunter' thing, reaping pearls. But triggering fungal blooms is a more controlled method of doing that.

Major Guz is offline Major Guz
Warlord
Nijmegen, The Netherlands
Feb 2002
time: 06:24
  Old Post 07-01-2003 17:14
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Avatar Enlargement: We've got the solution

Almost all of the time I get rid of fungal Towers. They are a nuisance. First of all they have a ZoC, so my units cant get past them (not even my mind worms) and secondly, they tend to spawn fungus around them making fungus patches larger (i don't like that). And thirdly they spawn worms as indicated.
In getting Rid of them one has to take into account the following:
Fungal towers have a built-in Defense bonus of +50%(like hypnotic trance). So taking them out must be planned carefully. Best is to take an elite empath unit to do the job (or employ resonance weapons in SMAX). Or use formers to clear the fungus around a fungal tower (reduces morale of that tower, because a tower has +1 morale for every fungus patch next to it) and then kill it (you will not receive a big credit boost by that, because of the lower morale).

fluffy is offline fluffy
Warlord
Hitsville in UK
Jan 2001
time: 05:24
  Old Post 07-01-2003 19:46
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

In hundreds of SMAX games, I can't remember ever seeing a tower either spawn new units or increase fungus around it.

Can anyone confirm that towers really can do either of these?

Albin is offline Albin
Settler

Dec 2002
time: 05:24
  Old Post 07-01-2003 21:44
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

They increase fungus direct around them. But yes, they don't spawn more worms, and that's I am looking for. That would be useful and a reason to keep them alive.

Pandemoniak is offline Pandemoniak
King
of Xanadu, French Section of the Apolyton Must Crush Capitalism Party
Jul 2002
time: 06:24
  Old Post 07-01-2003 22:00
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Full PM-box? Change here!

I think they do spawn and increase fungus, for what I've seen. But they actually spawn worms only if
- you (and maybe AI units) try to get into its ZoC
- all the eight squares around it are fungus

To check it, just surround the eight tiles with units -- 16 units required -- and try to enter its ZoC. You will always find at least on emindworm, usually two, or three.

Main_Brain is offline Main_Brain
King
Economic World Center
Jul 2002
time: 06:24
  Old Post 08-01-2003 03:18
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Also the Tower gets stronger with each Tile of Fungus 'attached'
to easen the Attack I frequently remove some Fungus Tiles ;=)

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:24
  Old Post 08-01-2003 04:48
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Support Apolyton, buy Call to Power 2

For dealing with the threat of worms I generally like to have at least one artillery rover in my empire. When I decide to rod myself of the fungal towers. I will

1. bombard them a bit (even 20% damage is a big help)
2. use an empath unit
3. use resonance weapons if possible
4 Do it while going "green" if possible but certainly not while in FM

I sometimes weaken them by terraforming the fungus away but as someone noted, this reduces the cash recovery from killing them

Static Universe is offline Static Universe
Prince

Dec 2002
time: 23:24
  Old Post 09-01-2003 04:52
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Once as an experiment I left a tower next to one of my bases for almost the whole transcend game and I don't think I was attacked once by anything that was generated by that tower. I popped a pod next to one of my bases in the first twenty years and just sort of sprawled around it, so there was only one space between the base and the tower. It had all eight spaces around it full of fungus too.

It wasn't spewing out native life as the manual suggests. Be a lot cooler if it did , but on the other hand, units could hang out there and capture more worms, so I think that would be an unfair advantage, especially for factions which run green very early (Cult, Gaians).

I seem to notice that outside my territory, there seems to be more native life around a tower than for one inside my territory, but it's impossible to tell it they were just out the are tower-generated.

Hendrik is offline Hendrik
Warlord

Nov 2002
time: 05:24
  Old Post 12-01-2003 12:13
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Support Apolyton buy from Amazon

He he, I really hate having fungus anywhere in my empire because I like making a tightly packed, dense empire. When I play as CEO Morgan and am running FM from the mid teens I usually deal with mind worms during my expansion phase by cranking out 3-4 scout patrols and sending them on kamikaze missions. It may take several scouts, but the fungal towers don't gain morale from successful attacks on them, so it isn't quite as bad as attacking a normal unit.

Asmodean is offline Asmodean
King
Aarhus, Denmark
Aug 1999
time: 06:24
  Old Post 13-01-2003 03:50 Visit Asmodean's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton buy from Amazon

I remember on game when only a small piece of land connected my empire with the lands of a more powerful AI player. A fungal tower blocked that connection, so travel was only possible if you destryed that tower. In that instance it made tactical sense to leave it in place. But otherwise: Yeah, I tend to destroy them, and reap the rewards.

Asmodean

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:24
  Old Post 14-01-2003 05:04
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization 2

I will also leave them in place if they protect an area that might be vulnerable. On a long border, they can serve as a bottleneck.

I might sac scouts early but if a fungal tower is not too much of a nuisance, I will wait until I have my arty and empath to usually kill the tower without loss to myself

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:24.
Apolyton Time is 00:24.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0438 seconds (86.91% PHP - 13.09% MySQL) with 30 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net