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Xian
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Like one square with 8+ energy being harvested by a supply crawler of something?
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lethe
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No, it's a way to collect alot of energy for one city, usually with the purpose of making it produce a tech a round.
You raise a big chunk of land to 3000m, and then place echelon mirrors and solar collectors in alternating rows:
OXOXO
OXOXO
OXOXO
OXOXO
OXOXO
OXOXO
O being solar collector and X being echelon mirrors.
Another version is building alot of trawlers (boat with crawler unit) and placing em on tidal harnesses in some nice part of the ocean.
This is good if you want to keep your number of cities low, and have the land to spare. However an energy park is a real juicy target in multiplayer, and a chopper that slips by your defenses will wreak havoc in it.
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Xian
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wow, thanks, i didnt know ocean crawlers could be used!
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Static Universe
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quote: Originally posted by Xian
wow, thanks, i didnt know ocean crawlers could be used! |
Armored they make fairly good coastal sensors/defenders as well.
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Flubber
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With a view of the Rockies
Aug 2000 time: 22:27
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quote: Originally posted by Static Universe
Armored they make fairly good coastal sensors/defenders as well. |
I never found that the added cost of armour was worth it as it really doesn't add much survivability against either sea or airpower. I do like to add deep radar to increase the sensor net. You can have the trawlers gathering resources and if you are willing to micromanage you can have the trawler do a short patrol out and back, ending the turn on the resource.
I consider them to be an expendable early warning system
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lethe
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When I feel like a 60 hour micromanagement marathon I play on a huge map, and build several energy parks. A city can only construct a single tech in a round, so you need several "super science cities" to get several techs a round, and then smaller bases circling them to provide crawlers, defenses etc etc.
In truth a second super science city isn't really worth it. It's not much more efficient than just tossing up more cities. It's the secret projects that really make a SSC.
Other good things to do for late mid-game to end game maximizing:
Crawler in food, keep workes on two boreholes, and make the rest into engineers, or later into transcendi. A fully developed city with 30 transcendi throw out alot of science each round. (If you have the cloning vats you can work sea squares with kelp+harness on em, as each worker means 3 extra transcendi (food from satellites))
Read the threads on how eco damage really work, so that you can have mineral multiplicators and nessus mining stations that in total means 100's of eco damage free minerals each turn.
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Flare
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Savannah, GA USA
May 1999 time: 05:27
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If you are going to make an energy park, make sure that the energy input is made use of properly. Try crawering it into a Super Science City (SSC for short). Put the Merchant Exchange, the Longevity Vac., The Supercollider, The Theory of Everything, the Network Backbone, & the Space Elevator in that city. Also, don't forget the basics, like Network node, Research Hospital, Energy Bank, Tree Farm, Hybrid forest, Fusion Lab, Quantum Lab, & NanoHospital. Combined, these bring in a tremendous amount of both research & Credits. Just remember, that city then becomes a *very* juicy target, so protect it and the surronding area. A marine strike, Planet Buster attack, of a frontal assault can bring tears to your eyes, seeing your lovely handywork go down the drain!
Good Luck
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:27
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To elaborate on what Maniac said - the energy output for a solar collector is increased by one for EACH adjacent Echelon Mirror, provided the Echelon Mirror is in your territory.
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Lazerus
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Empires were built by dictators, not democracies.
Jul 2002 time: 05:27
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So if my Maths is correct it works out something like this ? (assumed all at +3000feet)
oxoxox 22 for solar collectors + 12 for echelons
oxoxox 27 + 12
oxoxox "
oxoxox "
oxoxox 22 + 12
grand total of 185 energy
OOOOOO 30 for solar collectors
OXOOXO 20 for sc and 8 for echelons
OOOOOO 36 for sc
OXOOXO 20 +8
OOOOOO 30
Grand total of 152
Guess its upto you how quickly you need the park built but in the long run seems top method is far better.
Last edited by Lazerus on 25-04-2003 at 01:19
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Uchuu-kun[SM42]
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Hmm. A 6x6 grid, 4 (base) for echelons and SCs, and +1 for SCs adjacent to EMs?
Why not:
OOXXOO - 5 6 4 4 6 5 = 30
OXOOXO - 6 4 6 6 4 6 = 32
XOOOOX - 4 6 5 5 6 4 = 30
XOOOOX - 4 6 5 5 6 4 = 30
OXOOXO - 6 4 6 6 4 6 = 32
OOXXOO - 5 6 4 4 6 5 = 30
182 energy, and 6 fewer echelon mirrors [12]. And it's all nice and symmetrical, too...
I could look for a better one, but I have stuff to do.
Last edited by Uchuu-kun[SM42] on 25-04-2003 at 06:10
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Uchuu-kun[SM42]
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Okay, here's the most efficient layout I can come up with right now:
OXOOXO - 24 + 6
XOOOOX - 24 + 7
OOXOOO - 24 + 8
OOOXOO - 24 + 8
XOOOOX - 24 + 7
OXOOXO - 24 + 6
Not symmetrical, alas. But 186 energy return, and only 10[!] echelon mirrors.
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Uchuu-kun[SM42]
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Hmm. The ideal 5x5 energy park [AFAI can plan] is this:
XOOOX - 20 + 6
OXOXO - 20 + 6
OOOOO - 20 + 10
OXOXO - 20 + 6
XOOOX - 20 + 6
134 energy total. The 6x6 park is more efficient, though:
5x5: 134 / 25 = 5 9/25 energy / square; 8/17 echelon:SC [appx. 1:2]
6x6: 186 / 36 = 5 5/6 energy / square; 5/26 echelon:SC [appx. 1:5]
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Uchuu-kun[SM42]
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Well, I just assumed so. Based on Lazerus's energy park evaluation, it would seem so.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:27
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quote: Originally posted by BustaMike
Do echelon mirrors improve solar panels that are diagonal to them? I was under the impression that they didn't. |
Yes, they certainly do.
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Uchuu-kun[SM42]
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Insommnia prompted the following:
code: First number is total +, second is + "per mirror";
first diagram is max energy, second is 'cheapest' [fewest echelon mirrors]
2x2 park:
XO XO
OX OO
4,2 3,3
3x3:
OOO OOO
XOX OXO
OOO OOO
12,4 8,8
4x4:
OOXO OOOO
XOOO OXOO
OOOX OOXO
OXOX OOOO
20,5 14,7
5x5:
OOOXO OOOOO
OXOOX OXOXO
OOOOO OOOOO
XOOXO OXOXO
OXOOO OOOOO
32,5.3 30,7.5
6x6:
OXOOOO OOOOOO
XOOXOO OOOXOO
OOOOXO OXOOOO
OXOOOO OOOOXO
OOXOOX OXOOOO
OOOOXO OOOOOO
44,5.5* 32,8
*when tiled, this jumps to 56,7:
X
+------+
|OXOOOO| = 6 4 6 6 6 6
|XOOXOO|X = 4 6 6 4 6 6
|OOOOXO| = 6 6 6 6 4 6
|OXOOOO| = 6 4 6 6 6 6
X|OOXOOX| = 6 6 4 6 6 4
|OOOOXO| = 6 6 6 6 4 6
+------+ -----------
X Ttl 200 energy
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Uchuu-kun[SM42]
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You use supply crawlers, instead of worring about base radii. But if you want to use a base, try
code: OOO
OXOXO
OOBOO
OXOXO
OOO
The best minerals:energy ratio? Uh... do improvements cost minerals to build? I didn't think they did... It's more a 'time' than a 'minerals' thing. The second 5x5 grid is pretty tight, though. And I like my 6x6er; I'm going to have to try it out in my next game...
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Uchuu-kun[SM42]
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Umm. Could you put that in [code] tags, please? It's making my brain hurt trying to figure it out.
Heywait. There's no limit? I was working under the assumption that there was a max of 6... dammit. I'll have to start over.
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