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VoodooChild
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Atlanta, Ga. USA
Aug 2000 time: 05:13
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I'm not a big fan of bunkers and my formers are usualy out doing other things, but with just about anything there is a time and place for them.
If I find myself next to the Sargosso (SP) Sea and have some peninsula that I'm not planning on building on, then by all means a bunker is going to be built since I know mind worm are going to be attacking from that direction.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Good thread! Bunkers really DON'T get a lot of play, but I have to admit to being a fan of them, especially where defense of the homeland is concerned. I do build them on occassion as part of a general offensive, and in much the same way Og described, but I have to admit to having the tendency to go waaaay overboard when it comes to defending the homeland, and bunkers provide a way to put more of those multiplicative defensive modifiers into play.
Due to time constraints, there's almost no way you could construct a necklace of bunkers around your coast and man them with at least two units....it'd be kinna cool I guess, but it would also be ruinously expensive both in terms of construction time and total mineral costs involved, but Bunkers DO have one extremely cool use, and that would be Metagame.
Suppose, for example, you want to make it extremely unattractive for an invader to land on your southern coast (which is, incidentally, where the bulk of your crawlers live and work). So, as part of your terraforming efforts in that region, you take the time to construct a necklace of bunkers at intervals of every other tile (perhaps 6 total bunkers). This would, in turn, create a huge "zone" of zoc-blocked coast....at least, once you manned those six bunkers (you'd have a relatively permanant block a whopping fourteen tiles wide), and there aren't too many would-be invaders who wanna be tied down like that--not to mention the fact that other sections of your coast appear totally undefended, and this section is fairly swarming with units--which would most likely prompt them to land on some other portion of your coast, which is exactly why you built the bunkers in the first place, and, since most invaders are in too much of a hurry to get overly sneaky, you can simiply trace the shortest path from the bunkers to the nearest strip of unguarded coast, and figure that'll be where the bulk of your attacks come from, and knowing that, you can set up all sorts of unseen surprises for anybody who tries to drive around your defensive works.
One of the coolest uses of Metagame approaches is to present your opponents with an obviously unattractive choice, which will prompt them to do the very thing you want them to do (even if they don't know it....no, *especially* if they don't know it).
Also keep in mind that unless somebody just has it out for you in particular, attackers are looking for soft kills....they don't WANT to fight somebody who's well defended, and bunkers bristling with all sorts of defenders can send a pretty strong message, even while the bulk of your forces are out beating the daylights out of somebody else.... 
-=Vel=-
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Viriato
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Portugal
Aug 1999 time: 05:13
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I seldom build bunkers because they don't provide protection to air attacks. If they did it would be a different story...
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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I like to play Morgan or Aki-Zeta as purely defensive games; I set myself the challenge of not going on the offensive, but building a strong enough defensive force that attackers just smash themselves on me. I find that bunkers have come in handy a couple times in these situations.
Also, while I haven't actually done this, a bunker seems like it could be handy when making a shore landing: if you have enough transport space to include some rover formers with your troops, they could make an excellent landing site for you. It's always the most vulnerable time, otherwise. Just an idea.
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Velociryx
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of Candle'Bre
Apr 1999 time: 05:13
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Good point 'bout bunkers NOT providing any boost where air attacks are concerned, but I'd still contend that they're a good investment, especially if you've got a fistful of formers who have just finished up critical terraforming in a given region....before sending them off to the next spot, have them take a few turns to double or triple up on bunker production, at the very least on your most productive and/or exposed tiles. A AAA scout can easily be upgraded to max armor\decent weapon and placed in the tile with a crawler, providing a nice double stacked defense (esp. if said crawler is outfitted with Trance ability). If worms call, the crawler will make short work of it, and if it's an air strike, then your AAA defender will take the first hit--and, with careful planning, of course ALL your bunkers will be inside your sensor net, giving you a 25% boost which IS effective vs. air assault....not quite as good as a base proper, mind you, but it certainly takes less micromanagement! 
-=Vel=-
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Sikander:
If I recall correctly, Bunkers will replace Mines and Sensor Arrays, but will live happily with Boreholes and Farms and Forests and Solar Panels. But I probably don't recall correctly. How the heck could a Bunker replace a Mine but not a Borehole? Well, that's what I remember, anyway.
Over in AC-Creation, Simpson II was talking about making a Datalinks mod that corrected all the errors, and I recommended that he also make it spell out which terraforming choices cancelled out each other. I wonder if he ever got anywhere on that...
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Zonk
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Texas, USA
Nov 2000 time: 05:13
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I've had SP games where Marr and Miriam both have softened up a City before landing the Marines. But as stated above, the AI makes poor use of attack waves. I've had Sven use Marines a lot, also, but don't recall any Air Power used in conjunction.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
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Thanks for all of the replies. It sounds like bunkers are of limited use to me, as they will overlay certain terraforming improvements, don't help against airpower, and the AI is seemingly powerless to mount a decent invasion.
I have been trying to perfect my "hollow" empire strategy, whereby I place my bases 2-3 squares apart along the coastline of my continent. Even placed 2 squares apart, this leaves me enough land to get them all up to 16 pop, with only a very few bases needing supplemental nutrients trucked in from the interior. My terraforming scheme is pretty simple. First, if I can put a borehole in a square, I do. If a square is rocky, it gets a mine. If it is not rocky, it gets a condensor / farm. All shelf squares within the production radius get kelp / harnesses. I only work boreholes and shelf squares, every other square gets a crawler. Most bases work 5 or less squares (with workers that is) which really keeps drone problems to a minimum. The 10+ engineers that each base has by the early second century really powers my economy.
For defense, every coastline square is occupied fairly early with either a Base, a crawler, or an armored probe team. Thus I am safe from invasion until marines, and effectively safe until much later (airpower, missles and planet busters) in single player. The extraordinary concentration of bases and units does increase the potential damage of planetbusters, but I do tend to grab a good tech lead, throw up some ODPs, and have a good deal of overlap with my flechette defenses. My 'hinterland' interior is quite safe, and I exploit it depending on my needs for nutrients, minerals or energy.
I have yet to try this strategy with anyone other than the University. I expect that it would work well with any high science faction, but I would tend to use more workers with Morgan to reap all of that windfall energy. I don't have all of the kinks worked out yet, and still have many things that I haven't tried, but I have run away with the game quite regularly with this method, in part because the easy defense allows me to concentrate on constantly improving my economy.
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Viriato
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Portugal
Aug 1999 time: 05:13
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Vel,
I have to agree with you on that; and in particular situations like defending a bottleneck I'd sure use a bunker.
The fact is that in my PBEM games (I don't play SP anymore) I always find something else I need my formers to do. Also in the games I've been in the most usual attacks were with rovers, marines or choppers/needlejets and were aimed at the bases, not the crawlers. Apart from defending against the 'rover rush' the bunkers are useless.
However if I have a land border with another faction it can be a good idea to have strategical placed crawlers to create ZOC's that can prevent a land assault while gathering resources. In this particular case I'd say that building bunkers in the crawlers positions would be a good decision.
Again this would probably make your enemies change their approach like using 'nerve gas' do destroy your bases.
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