 |
|
big_canuk
|
 |
Leamington, ON, Canada
Jul 2000 time: 00:13
|
|
I agree with Ogie.
Additionally:
Sometimes, if I want to keep the population of a captured base, and all it is missing is drone facilities, I will switch the pop to workers one turn and specialists the next, and back again. This gives me drone riots every other turn, but preserves the bases population, and allowes me (at 1/2 speed) to build a rec commons.
I try to bring along crawlers if the problem will be especially bad, to harvest nuts. In rare situations, I may even use the above switching back and forth to make crawlers in the base. Planning ahead works better though. 
|
|
|  |
 |
|  |
 |
|
karu-san
|
|
Matsuyama, Japan
Dec 2000 time: 05:13
|
|
As in everything in the game, my cost/benefit anaylsis varies with many things. Primarily, if the captured base is close and/or connected by land I almost always follow the last of my troops with a couple crawlers or rover crawlers. As mentioned above, this usually takes care of the nutrient problem when you start specializing your citizens.
However, in the case the base is overseas (and even sometimes not) I fix the riots, wait one turn for a couple minerals (the rush-energy vs. accumulated mineral curve is pretty steep at first) and then rush build a punishment sphere. This is not much of an impact on labs, since the conquered base is usually either inefficient or low on energy resources. I do this because in almost all of my games I have the CN and so each new base is well equipped to build high-morale troops. Having the conquered bases crank out either finished troops or upgradable scouts is far more time-efficient if they are across an ocean or far from home than having them built and transported (adding to Vel's precious "turn-advantage"). It is also useful if you have to crank out probes to avoid getting the new bases bought out from under you from an army of determined enemy probes (for some reason probe onslaughts have ALWAYS been a problem for me!)
The PS really becomes useful if the base is large (past ten) since there is no way a couple of police scouts could make a significant dent, and with the punishment sphere such a large base is a serious war-factory for pounding the opponent (esp. when you add the Genejack Fact.) Rush building more than one PS can get expensive, but it is well worth the cost in any completely committed military campaign (the only kind I carry out! )
Finally, another way the PS generates turn advantage is that the robust production from a PS makes the integration of the base into your empire with Net nodes and Hologram Th's and the like much more rapid than if you tried to specialize and gradually control the drones with these facilities. When the new city looks comfortable and militarily secure, scrap the PS and start cranking out econ and research.
I happen to be long-winded on the topic because it was one of the issues that took the longest for me to figure out (or form my opinion about =) ) what the optimal strategy in various situations would be.
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|