 |
|
JonahFalcon
|
|
New York, NY USA
Nov 2000 time: 05:26
|
|
DEAs are essentially the buildings of MOO3 - and all the modifiers (ie. hydroponic farms, deep extraction mines, etc) are built automatically. The information is crystal clear in the planet screen (ie. you're producing 24 food and only need 9, etc) so that you can scrap and change DEAs as you see fit, though that takes a turn. (You order a DEA scrapped, and it's scrapped on the next turn.)
|
|
|  |
 |
|
JonahFalcon
|
|
New York, NY USA
Nov 2000 time: 05:26
|
|
All DEAs are necessary! They basically produce food and construction material. They are the buildings of the game. Could you win, say, Civ III without building any structures?
By the way, I've gotten to the point where I have 30 planets in this current game, and, YES, I'm ignoring a few of them and letting the viceroys take over for that (laugh)
I'm now concentrating on
a) my home system
b) the gateway systems (the systems that are basically the bottlenecks to the rest of the universe.)
|
|
|  |
 |
|
drsparnum
|
|
Is there a loss when you change it. For example if the Viceroy has already done soil enrichment in a farming DEA before you realize you really need a mining DEA is that soil enrichment wasted? And if you switch it to mining and then realize that it in fact should have been farming do you lose all the mining improvements you built? Do you need to hurry up and lay down your plans before the viceroy starts doing his own thing? will the viceroy go back and switch things after you leave?
|
|
|  |
All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
top of page
|
|
|
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
|
|
|
|
|
|