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Fitz
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& Anarchist
Mar 2000 time: 21:13
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Only one worker or crawler can work a given square. That means if a square is in the production radius of two bases, only one base can utilize it at a time.
Now given that pre hab complex a base can only work 7 out of twenty squares, and pre hab dome (i.e. most of the game) it can only work 14 out of 20, it usually doesn't hurt to overlap squares.
I personally decide based on landmass size. If I'm on a huge landmass by myself, I'll not overlap (which incidentally leaves squares that you can terraform and crawl outside base radii). If I do this, I crawl mines inside base radii, and then pick other squares to crawl to bring total crawlers inside base radii to 6 (14+6=20). If I decide to use specialists, I may increase crawlers beyond six.
If I'm on a small landmass, I'll usually use the three space five on a die approach. This leaves (unless I'm mistaken) 8 non-overlapping squares, and 12 overlapping. That comes out to about 14 workable squares each once at max size (14) and plenty pre hab complex (max size 7).
Sometimes, when I'm in the mood, I'll try a specials approach. Every special gets a base (ocean too). This usually leads to lots of bases with lots of overlap, and lots in between. Kinda fun.
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NorthSwordsman
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Usually, I just adapt my playing style or layout to what the situation demands. Fitz makes some nice points about Hab/Hab dome limits, and I agree some overlap doesn't hurt. If you notice how the AI sets up bases, primarily the Hive, you see bases close together, with 3 squares in between them. Seems to work. I have to agree with Fitz' approach to the layout.
NS
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lbores
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scottsdale, az
Sep 2000 time: 05:13
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See also above: My take on base spacing
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All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
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