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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:27
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quote: Lazerus asked:
By the way does anybody know if its a set thing where factions start in relation to each other? Everytime ive played Yang and deidre has been in the game aswell shes ALWAYS next to me complaining about planned  | It is random, but the smaller the map and/or the less abundant the rainfall, the more likely it is you'll frequently start in or near the same place.
One thing you could try is changing the order of the factions in alpha.txt in this section:code: #FACTIONS
GAIANS, GAIANS
HIVE, HIVE
UNIV, UNIV
MORGAN, MORGAN
SPARTANS, SPARTANS
BELIEVE, BELIEVE
PEACE, PEACE
Changing the order here will help mix up the randomizing a little more. If you don't want to edit alpha.txt, you can load the factions into the slots you want when you start a new game, then pick the one you want to play. I've done this when I wanted to play a faction other than the Gaians, but also wanted to land first. I've also switched places with the Peacekeepers in the seventh slot.
If you do this in SMAC, your flag color will match the slot position: 1-Gaian Green, 2-Hive Blue, 3-University White, 4-Morgan Yellow, 5-Spartan Black, 6-Believer Orange, 7-Peacekeeper Teal/Purple.
In SMAX, the flag colors are read from the chart in the lower left corner of the faction's main pcx file.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:27
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quote: Lazerus asked, re solution 3) tap to rivers.
Does anyone ever bother doing this? Am i missing out on a decent terraforming action here?
Since i normally play Hive i prefer 3-4 boreholes for my energy and crawled mines and condensors for minerals and nutrients. Base radius is normally filled with (other then boreholes) just forests. | I'll say first that I play solo-only, by choice, and never rush through a game, so "former-turn" efficiency means nothing to me.
I mention that because I make a practice of tapping aquifers at every opportunity - if I don't it's because I simply forget or my formers are busy elsewhere and don't become available for it because other earthworks are more important. I don't ever use boreholes, mirrors, or condensors, and I rarely forest-and-forget (but I always forest arid squares that are not rocky). So, after all that, any Farm+Solar squares can only benefit from the addition of a river because of the added Energy.
Since their exact path can't be foreknown, I try to drill new rivers where they will flow through developed lands.
If I am drilling in an undeveloped area, I try to do it as high as possible, right at the peak. If it misses some otherwise good spots, I drill again near them if possible.
The tricky thing about rivers is global warming due to ecodamage (and sea rises due to melting the polar caps) and the resultant elevation changes. If they cause a river to be diverted, every unit, every terrain enhancement, and every base in the new route will be washed away in a flash flood. I've had terrain enhancements disappear from the old route as well.
I suspect the same would happen if solar shades are launched or increased, causing the sea level to drop and elevations change and rivers divert.
I've seen this occur only when a river is diverted by global warming (or melting the polar caps). Drilling to an aquifer and creating a new river does not wash away anything - but, there are two entries in Script.txt that would indicate otherwise:
#DROWNMINE: "Our terraforming has caused the loss of one or more units near $BASENAME0."
#DROWNYOURS: "$FACTIONADJ1 terraforming has caused the loss of one or more units near $BASENAME0."
I have drilled many tens of rivers, and diverted others by raising or lowering land with Formers, and have yet to lose a unit through which the new route flows. On the other hand, I have lost units to rivers rerouted by elevation changes caused by global warming (or melting the polar caps).
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