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#TERRAINFarm, None, Kelp Farm, None, 4, Cultivate $STR0, f, FSoil Enricher, PlaEcon, Soil Enricher, Disable, 8, Construct $STR0, f, FMine, None, Mining Platform, None, 8, Construct $STR0, M, MSolar Collector, None, Tidal Harness, None, 4, Construct $STR0, S, SForest, None, ..., Disable, 4, Plant $STR0, F, Shift+FRoad, None, Road, Disable, 1, Build $STR0, R, RMag Tube, Magnets, Mag Tube, Disable, 3, Build $STR0, R, RBunker, Disable, Bunker, Disable, 5, Construct $STR0, K, KAirbase, DocAir, Airbase, Disable, 10, Construct $STR0, ., .Sensor Array, None, Sensor Array, None, 4, Construct $STR0, O, OFungus, None, Sea Fungus, None, 6, Remove $STR0, F, FFungus, CentEmp, Sea Fungus, CentEmp, 6, Plant $STR0, F, Ctrl+FCondenser, EcoEng, Condenser, Disable, 12, Construct $STR0, N, NEchelon Mirror, EnvEcon, Echelon Mirror, Disable, 12, Construct $STR0, E, Shift+EThermal Borehole, IndAuto, Thermal Borehole, Disable, 24, Construct $STR0, B, Shift+BAquifer, EcoEng, Aquifer, Disable, 18, Drill to $STR0, Q, QRaise Land, EcoEng2, Raise Sea Floor, EnvEcon, 12, Terraform UP, ], ]]Lower Land, EcoEng2, Lower Sea Floor, EnvEcon, 12, Terraform DOWN, [, [[Level Terrain, None, Level Terrain, Disable, 8, Terraform LEVEL, _, _Monolith, Disable, Monolith, Disable, 8, Place Monolith, ?, ?, (this is here for map editor)
One experiment I would like to try is to set the resources of unimproved ocean to 0,0,0 - nothing, inc. no food at all 'till you make a kelp farm. Of course you would still have food from the base square to start with. I wonder what a Pirate empire would turn out like under those conditions?
Oh, an off-topic question that has been bugging me for a while: is there any way to harvest forest w/o building something like a farm on it?
And as a general bit of obscure info, I discovered that the minerals from harvesting forest go to the home base of the former doing it, not to the closest base as would seem logical.
Makes me think about (0,4,8) really taking your idea to its logical conclusion. No better than a regular mine on Rocky terrain, but if you want energy....
Most of the time the AI will not double/triple up the formers when constructing boreholes, so they may end up spending lots of time not doing much and then getting eaten by a mind worm or something.
It would be better to just disable boreholes from the game if you want to go that way.
But the main issue might be the exponential growth of the AI factions which would still continue anyway, but at a slightly lower speed.
For example population booming is a very broken mechanic.
Two things:Weather Paradigm doesn't double terraforming speed. It actually increases terraforming production rate by 50% which means the time required for completion is reduced by one third only.
Population booming as a strategy doesn't depend on habitation domes in any significant way. It can already become a game breaker with without (?) hab complexes if one faction does it and the others don't.
Properly spaced cities with hab complexes can already max out their worked tiles after booming so habitation domes play very little role in there.
Together with crawler abuse they are probably the top 2 most broken game mechanics. It can be seen in various speed runs too.