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Skanderbeg
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of the Anti-Alien Forces of the Cult of Planet
Nov 2000 time: 05:13
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In many threads is posted that the most efficient terraforming is farm/condensor/soil enrichener on a rainy square, because the 6 nuts can
support 3 transcendi (4,5 with satellites).
This seems right only theoretically to me, because of the premises:
- You have to "produce" the transcendi. Even with Clone Vats it would take three turns, without a very long time.
- You would need two surplus nuts with the Clone Vats for pop growth, so, of the first farm/condensor/soil enrichener square remained only 4 nuts.
- You would need hab domes for the pop growth, which come very late in game. Normally the game is over around 20 turns later.
- You would have to produce a lot of satellites.
So, for a blind research game, the possibility to really use this squares in the proper game seem to come so late that it couldn't be used in the right way.
Even with directed research (which I never do), You would need a lot of tech (Clone Vats, terraforming techs, hab domes, the tech to have transcendi etc) that it would be a very late game thing.
So my question is: Is there really a way for feeding transcendi from a farm/condensor/soil enrichener square (especially in blind research game), or is it only a nice theory fairytale?
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TheAuk
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well surely the point of this "strategy" is to take your existing large bases and turn them into specialist cities while using the nutrient rich squares to support the population. In this case there's no problem with hab domes/growing etc. Its just like a supply crawler/specialist city strategy.
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:13
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Skanderberg,
While I admit that this tactic is usually one which only occurs after the game is in your hands, it does occur frequently enough that I have noticed it. I am a crawler / specialized base type player already, so I was already maximizing my terraforming for one commodity, and nuts and minerals had already long pushed energy out of my FOP considerations. The amazing output of a mid game base (pop 14-16, 10 Engineers) from mostly crawlered farm / condensors and 3 crawlered rocky / mine / road squares already impressed me. Soil enrichers allowing another specialist per square, and Transcendi with their huge increase in productivity over the already productive engineer made me sit up and take notice. I did some calculations, and discovered that in my typical late game situation the farm / Condensor / soil enricher actually produces more than the vaunted late game fungus (albeit with a much larger terraforming commitment). This could prove important in a game where you are limited by space, or one where you are trying to set a high score record.
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