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Helghallen
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This is probably a stupid question, or not.
I know I can view FoPs when I'm in base control, but is there any way to view it on squares that are not under a base's control. I recently purchased SMAC and the only book I got with the game was an installation guide, which is unfortunately no help.
Thanks in advance
Chris
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Dimension
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Columbus OH
Feb 2001 time: 00:13
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In short, No. You cannot simply view the production of a square that is not being worked.
The good news is that you can "figure out" the production for any square on your own simply by viewing the info on the square (shift right-click) ... and knowing your base facilities.
NUTRIENTS
Arid land produces no nutrients.
Moist land produces 1 nutrient.
Rainy land produces 2 nutrients.
Jungles add +1 nutrient.
Specials add +2 nutrients (and lift restrictions)
Farms add +1 nutrient.
Soil enrichers add +1 nutrient.
Soil enrichers add another +1 if on a special.
Soil enrichers add another +1 in the jungle.
Condensors increase moisture and multiply nutrients by 1.5 (round down)
So a rainy/jungle/special/farm/enriched/condensed square produces 13 nutrients.
MINERALS
Flat land produces no minerals.
Rolling or Rocky land produces 1 mineral.
Specials add +2 minerals (and lift restrictions).
Mines add +1 mineral.
Mines add another +1 mineral on rocky terrain.
Mines add another +1 mineral with a road.
Special/Rocky/Mine/Road gets a bonus +1 for 7 total.
For some reason, mines not on specials have the outline around the mineral production (showing they're not meeting their potential, I guess) if they're not on rocky terrain or don't have a road.
ENERGY
Flat/Rolling/Rocky land produces 0 energy.
Rivers add +1 energy.
Specials add +2 energy (and lift restrictions)
An economy rating of 2 adds +1 energy.
Solar panels give +1 energy at 0-1000m elevation.
Solar panels give +2 energy at 1000-2000m elevation.
Solar panels give +3 energy at 2000-3000m elevation.
Solar panels give +4 energy at 3000+ meters.
Echelon mirrors are cool ... look them up in the datalinks.
FORESTS
Forests produce 1 nutrient regardless (before you get a Tree Farm). Forests replace any farm/condensor/enricher/mine/solar/mirror/sensor/borehole.
Base Forest = 1 nutrient 2 minerals 1 energy
Tree Farm gives +1 nutrient
Hybrid Forest gives +1 nutrient +1 energy
All special bonuses, and energy bonuses from rivers still apply to forests.
So, with a Tree Farm, Hybrid Forest, and an economy rating of 2, all forest squares produce 3 nutrients, 2 minerals, 3 energy (4 energy on river spaces which you can make yourself with "drill to aquifier").
BOREHOLES
Boreholes make 6 minerals and 6 energy. Mineral/energy bonuses also apply. They never produce nutrients, even on nutrient specials.
Boreholes and Forests replace other resource improvements (and each other), but exist fine with roads/mag tubes/sensors. You can build a farm on a borehole, but it still doesn't make nutrients.
BASES
Bases get no bonuses from the square they're built on, except for resource specials and sensors. Facilities (like recycling tanks) built in the base will add to what is displayed on the base's square.
Farms/Enrichers/Roads/Bunkers (or Airbases) can all exist together. Bunkers/Airbases cannot exist together. Mines/Solar/Condensors/Sensors/Mirrors are all mutually exclusive and will replace each other, although any one of them can exist with Farm/Enrichers/Roads (or mag tubes). Fungus and Farms replace each other, and Fungus will also remove any Soil Enricher present.
Monoliths produce 2 nutrients, 2 minerals, 2 nutrients. The Manifold Harmonics can raise monolith/fungus resources depending on your planet rating. Fungus produces no nutrients by default, but can be even better than forests given a high planet rating and the right facilities.
As far as ocean squares, most of it's pretty simple. All squares make 1 nutrient. Kelp farms give you +2 nutrients, another +1 with an Aquafarm at the base... And freshwater seas give you +1 nutrients.
[This message has been edited by Dimension (edited February 22, 2001).]
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Helghallen
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What templates for the build queue? That does sound very useful. And BTW, thanks to Dimension and everybody else. I have printed out Dimension's response for the usefulness, but the feature LoD and cbn mentioned is excellent. I have found it very useful to be able to look at that screen and determine what to build where.
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