Author Topic: Bases placing on terraformed squares.  (Read 2070 times)

0 Members and 1 Guest are viewing this topic.

Offline Stryker

Bases placing on terraformed squares.
« on: January 05, 2016, 05:27:50 am »
Haven't tried this but I've read it somewhere, do some terraforming enhancements stay after a base is placed? I know forests grow under some of them.

I can't make good use of the search function here so pardon me if it's been discussed.

Offline vonbach

Re: Bases placing on terraformed squares.
« Reply #1 on: January 05, 2016, 01:04:52 pm »
Honestly I'm not sure.

Offline Mart

Re: Bases placing on terraformed squares.
« Reply #2 on: January 05, 2016, 01:39:12 pm »
Forests can grow from a tile on which base is located. Unlike in civ4, forests can exist under the base, where in civ4 it is automatically destroyed. However, it is not possible to plant forest on base tile.
A sensor on base tile is excellent thing in early-mid game. We have later geosynchronous survey pod. Similarly like forest, it must be built before base though.

Offline Stryker

Re: Bases placing on terraformed squares.
« Reply #3 on: January 05, 2016, 06:44:27 pm »
Haven't played any other civ games really. I think 1 or 2 forever ago but I hated it. Love AC though.

On topic: so it's possible to put bases on forest and sensor towers. What about things like farms mines and boreholes? I read somewhere about echelon mirrors too but haven't tried actually doing any of this yet. I have very little time to play (family two kids etc).

Offline Buster's Uncle

  • With community service, I
  • Ascend
  • *
  • Posts: 49871
  • €290
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder Downloads Contributor AC2 Wiki contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Bases placing on terraformed squares.
« Reply #4 on: January 05, 2016, 07:35:56 pm »
...You can build on most any improvement, IIRC, but the sensor's the only one that has any effect afterwards...

Offline Stryker

Re: Bases placing on terraformed squares.
« Reply #5 on: January 05, 2016, 11:34:18 pm »
So putting forest and sensor down before building a base would be good then.

Offline Buster's Uncle

  • With community service, I
  • Ascend
  • *
  • Posts: 49871
  • €290
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder Downloads Contributor AC2 Wiki contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Bases placing on terraformed squares.
« Reply #6 on: January 05, 2016, 11:39:52 pm »
I wouldn't bother with the forest, but I do always pre-sensor base squares when I can afford to.

Offline Stryker

Re: Bases placing on terraformed squares.
« Reply #7 on: January 06, 2016, 03:32:39 am »
Forest spreads. And since I don't often use them later in the game, wouldn't it be good to have them spread under the emplacement from the base outwards?

What about mirrors? Would they still affect the area outside the base if b planted the put a base on?

Offline Buster's Uncle

  • With community service, I
  • Ascend
  • *
  • Posts: 49871
  • €290
  • View Inventory
  • Send /Gift
  • Because there are times when people just need a cute puppy  Soft kitty, warm kitty, little ball of fur  A WONDERFUL concept, Unity - & a 1-way trip that cost 400 trillion & 40 yrs.  
  • AC2 is my instrument, my heart, as I play my song.
  • Planet tales writer Smilie Artist Custom Faction Modder Downloads Contributor AC2 Wiki contributor
    • View Profile
    • My Custom Factions
    • Awards
Re: Bases placing on terraformed squares.
« Reply #8 on: January 06, 2016, 03:58:52 am »
I don't know about the Echelon Mirrors, but the forest would do you infinitely more good spreading from a square the base can work in the meanwhile.

Offline abc123

Re: Bases placing on terraformed squares.
« Reply #9 on: January 06, 2016, 06:24:56 am »
Forest spreads. And since I don't often use them later in the game, wouldn't it be good to have them spread under the emplacement from the base outwards?

For a while I wanted to plant forests over the whole planet ... maybe it was a tree-hugger phase. When I was doing that I always planted a forest before building the base.

Haven't tried other improvements though. Interesting idea.

Offline vonbach

Re: Bases placing on terraformed squares.
« Reply #10 on: January 06, 2016, 06:38:02 pm »
Quote
For a while I wanted to plant forests over the whole planet ... maybe it was a tree-hugger phase. When I was doing that I always planted a forest before building the base.

Nothing wrong wth that. I love doing this. Build forests connect with roads and drill for rivers.

 

* User

Welcome, Guest. Please login or register.

Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
105 (33%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 316
AC2 Wiki Logo
-click pic for wik-

* Random quote

The Warrior's bland acronym, MMI, obscures the true horror of this monstrosity. Its inventors promise a new era of genius, but meanwhile unscrupulous power brokers use its forcible installation to violate the sanctity of unwilling human minds. They are creating their own private army of demons.
~Commissioner Pravin Lal 'Report on Human Rights'

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 39.

[Show Queries]