September 18, 2002, 08:07
|
#1
|
King
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Jun 2000
Location: Melbourne, Australia
Posts: 1,597
|
Can a base be starved to death?
I can't see how this can be done when a size one base always has 2 nutrients to break even. Perhaps only when random events are on and when some sort of pestilence strikes and reduces the nutrients to <2?
I certainly couldn't do it in an OCC game with random events turned off.
|
|
|
|
September 18, 2002, 10:41
|
#2
|
Deity
Local Time: 02:11
Local Date: November 1, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
|
You "starve" the base down to size one and at that point your analysis is correct but you rush a colony pod to disband the base-- there is a pop up window that asks if disbanding the base is what you want.
IIRC this can only be done on the higher difficulty levels for reasons that have never been clear to me.
|
|
|
|
September 18, 2002, 10:41
|
#3
|
Prince
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Jul 2000
Location: looking for a saviour in these dirty streets
Posts: 660
|
Why don't you just rush-build a colony pod when the base is down to 1 population? Then you get the 'disband base' option and poof! No more base! And you get a working CP to go off and found a new one.
Edit: gah, crossposted Beaten to it by a few seconds.
Oh, and you need to have the Governor deactivated in order to be able to disband a base.
__________________
"Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
|
|
|
|
September 18, 2002, 15:42
|
#4
|
King
Local Time: 08:11
Local Date: November 1, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
|
Yep, the only situation this isn't possible is on Citizen and Talent difficulties, where (presumably to make growth easier) building a pod at population 1 doesn't cause the base to disband.
|
|
|
|
September 18, 2002, 21:11
|
#5
|
King
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Jun 2000
Location: Melbourne, Australia
Posts: 1,597
|
Thanks all. I reckon this should be in the FAQ! I might take the liberty of doing so.
For the OCC condition that the base not be held for the following turn, it looks like giving it away to a friendly enough faction (or even back its original faction, as happened in a recent game of mine when every other faction was in vendetta mode) seems the only option.
|
|
|
|
September 19, 2002, 04:16
|
#6
|
Deity
Local Time: 16:11
Local Date: November 1, 2010
Join Date: May 1999
Location: The City State of Noosphere, CPA special envoy
Posts: 14,606
|
Chowlett,
I can't remember for the Citizen level, but you can definitely disband a base on the Talent level.
__________________
(\__/) 07/07/1937 - Never forget
(='.'=) "Claims demand evidence; extraordinary claims demand extraordinary evidence." -- Carl Sagan
(")_(") "Starting the fire from within."
|
|
|
|
September 19, 2002, 08:43
|
#7
|
Prince
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Jul 2000
Location: looking for a saviour in these dirty streets
Posts: 660
|
Citizen and Specialist, I believe, is when you can't. I remember because one of my friends was swearing when he found he couldn't disband his bases after over-ICSing...
__________________
"Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
|
|
|
|
September 19, 2002, 09:00
|
#8
|
King
Local Time: 08:11
Local Date: November 1, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
|
Ah, I meant Citizen and Specialist. I'd mis-remembered the order of the difficulty levels.
|
|
|
|
September 19, 2002, 13:27
|
#9
|
King
Local Time: 10:11
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,082
|
I'm only figuring it out offhand, but technically ther could be another way to starve a base without building a CPod.
You can lower the nutrients income of a base by convoying nutrients to other bases, using crawlers.
As I just come from thinking of it, I have of course never tested it.
I don't know what happens to convoy orders when the convoyed resource is negative in the base...
Are the orders upheld? Or automatically interrupted?
Not something you can achieve in one turn anyway. Provided you have all the needed crawlers in the base, you need to move them to other base(s), and wait the needed time for the existing nutrients in the tanks to be consumed (in Civ, if you had the granary almost full, it was easier to sell the Granary and let the base grow by one: you'd find yourself with an empt granary, ready to starve the base, rather than having to consume a whole granary of food before).
__________________
I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
|
|
|
|
September 20, 2002, 22:20
|
#10
|
Prince
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Eurytion Mining Camp: 100°C dayside, 100°F nightside.
Posts: 875
|
kinder gentler depopulation
The simplest way to starve the base without convoying nutrients out is to assign all the citizens as specialists so no resources are harvested (the nutrient display will show hunger). If non-nutrient spaces are available (minerals and/or energy only, especially minerals), assign workers (or crawlers - but I prefer workers) to them. As already mentioned, there must be no Governor.
I just can't bring myself to starve them, so I specialize only as many workers as is needed to prevent (stagnate) growth. I'll allow a nutrient deficit as long as it doesn't cause starvation.
Then I keep building Colony Pods (hence the need to work mineral spaces) and emigrating them to another base (either one already existing or by establishing a new base in a better location). I adjust the number of specialists as needed to maintain the stagnation. I'll hurry a Pod only if the ECs aren't needed for something important.
Sometimes it can take a while, but I have fun doing it this way - and the base is available for repairing active units.
__________________
If at first you don't succeed, then skydiving isn't your thing.
|
|
|
|
September 20, 2002, 23:12
|
#11
|
King
Local Time: 03:11
Local Date: November 1, 2010
Join Date: Jul 2000
Location: Leamington, ON, Canada
Posts: 1,167
|
Oohh, I like that idea, gwillybj. Could be great for replacing bases in enemy lands with your own, especially if you have the pts.
Probably not worth it for high facility bases, or definitely not SP bases, but great for those do nothing bases with lots of terraforming.
bc
|
|
|
|
September 21, 2002, 21:20
|
#12
|
King
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Aug 2002
Location: A right bastard.
Posts: 1,058
|
Depopulating is great for any base, large or small, if its not in your grand design. Simply sell of the base facilities and shuttle out the citizens in colony pods. I've even disbanded the colony pods to get the base empty sooner.
|
|
|
|
September 22, 2002, 06:37
|
#13
|
King
Local Time: 10:11
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Tyskland
Posts: 1,952
|
@ gwillybj: This is of course totally wrong..
The Base Tile always provides 2 Food(w/o RT) If I recall correctly and i thought we were talking about BaseSize1 here?
__________________
Stopped waiting for Duke Nukem
|
|
|
|
September 22, 2002, 14:37
|
#14
|
Prince
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Eurytion Mining Camp: 100°C dayside, 100°F nightside.
Posts: 875
|
@ Main_Brain: Yes, you are correct. It cannot be starved because it is the base itself that provides the 2 Nutrients, so it would never lose that one last population point. The only way to be rid of it without obliterating it is to turn off the Governor, hurry a Colony Pod, and abandon the base. I was commenting in line with the thread's deviation from the original question which was in fact about a Size 1 base.
@ CEO Aaron: "I've even disbanded the colony pods…"
Makes me wonder why such an action was not anticipated and coded as an atrocity. After all, you are dumping 10,000 citizens out in the anoxic atmosphere to asphyxiate.
__________________
If at first you don't succeed, then skydiving isn't your thing.
|
|
|
|
September 22, 2002, 23:06
|
#15
|
Emperor
Local Time: 01:11
Local Date: November 1, 2010
Join Date: Dec 1969
Location: LF & SG(2)... still here in our hearts
Posts: 6,230
|
Well, disbanding any unit doesn't mean stripping the soldiers or crew naked and kicking them out into the wild. Disbanding a Colony Pod would be scrapping all the specialized equipment and letting the people make their own way to a friendly base.
__________________
(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
|
|
|
|
September 23, 2002, 04:43
|
#16
|
King
Local Time: 10:11
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,082
|
Gwill, I'd like to point out that contrary to what you say I did NOT deviate from the original question.
Indeed mine was the ONLY reply strictly on topic.
The other posters correctly reported that you CAN'T *STARVE* a size-1 base, you can only *abandon* it by building the last Colony Pod.
Abandoning sorts the same effect in practice, but strictly speaking it's not like starving...
I was the only one to suggest the only way which *in theory* could bring to *starve* a size-1 base (apart from the random *uncontrollable* negative event reported by thread starter).
Whether *in practice* it is then easy or convenient to do it that way, this is quite a different matter.
I didn't even bother to check if the game actually *allows* that effect to take place, or if some safety mechanisms interrupts at last moment the orders convoying nutrients out of the starving base...
__________________
I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
|
|
|
|
September 24, 2002, 12:08
|
#17
|
Prince
Local Time: 08:11
Local Date: November 1, 2010
Join Date: Jul 2000
Location: looking for a saviour in these dirty streets
Posts: 660
|
Of course, if you have the Planetary Transit system, a size-1 base in an awkward position can be replaced by a size-3 base in a much better position...
The PTS is a pretty cool SP, if you ask me. Used correctly, you can create massive amounts of population seemingly out of thin air - great for kicking that evil AI out of the Planetary Governor seat
__________________
"Love the earth and sun and animals, despise riches, give alms to every one that asks, stand up for the stupid and crazy, devote your income and labor to others, hate tyrants, argue not concerning God, have patience and indulgence toward the people, take off your hat to nothing known or unknown . . . reexamine all you have been told at school or church or in any book, dismiss whatever insults your own soul, and your very flesh shall be a great poem and have the richest fluency" - Walt Whitman
|
|
|
|
September 24, 2002, 13:42
|
#18
|
Prince
Local Time: 09:11
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Wünderland
Posts: 543
|
Plus add the Empath Guild...
I remember that there was a rule in patched SMAC that if modified lets you obliterate bases without it counting as atrocities. Do I recall this correctly?
__________________
... This body holding me reminds me of my own mortality...
... Pain is an illusion...
|
|
|
|
September 24, 2002, 14:36
|
#19
|
King
Local Time: 03:11
Local Date: November 1, 2010
Join Date: Apr 1999
Location: Harrisburg,PA USA
Posts: 2,244
|
Quote:
|
Originally posted by Cybergod
I remember that there was a rule in patched SMAC that if modified lets you obliterate bases without it counting as atrocities. Do I recall this correctly?
|
I don't recall if it was in the original release or included in a patch, but yes, there is a switch in alpha.txt and in alphax.txt, which when changed between 0 and 1 sets obliteration to not be an atrocity
|
|
|
|
September 25, 2002, 00:01
|
#20
|
Prince
Local Time: 04:11
Local Date: November 1, 2010
Join Date: Mar 2001
Location: Eurytion Mining Camp: 100°C dayside, 100°F nightside.
Posts: 875
|
I screwed it up again
MariOne You are correct!
I humbly admit my error
The conversation is a bit convoluted, and I did not read carefully or think clearly before writing.
__________________
If at first you don't succeed, then skydiving isn't your thing.
|
|
|
|
September 27, 2002, 14:42
|
#21
|
Settler
Local Time: 02:11
Local Date: November 1, 2010
Join Date: Aug 2001
Location: St. Louis area, US
Posts: 26
|
stating the obvious
An enemy unit could finish a size one city off... I'm not sure if a probe team can 'genetic warfare' a city to oblivion or not.
__________________
"Never underestimate the human aptitude for stupidity"
|
|
|
|
September 27, 2002, 16:56
|
#22
|
Prince
Local Time: 09:11
Local Date: November 1, 2010
Join Date: Feb 2001
Location: Wünderland
Posts: 543
|
Re: stating the obvious
Quote:
|
Originally posted by Spacecow
An enemy unit could finish a size one city off... I'm not sure if a probe team can 'genetic warfare' a city to oblivion or not.
|
You can also kill a size 1 city by attacking units in it with Nerve Gas (no matter how many units in the city)
|
|
|
|
September 29, 2002, 09:09
|
#23
|
King
Local Time: 10:11
Local Date: November 1, 2010
Join Date: May 1999
Posts: 1,082
|
OR... kill a size TWO base with Nerve Gas, if there's only one defender in base (1 citizen lost for halving b/c of gas, 1 lost b/c last dfeender killed. Buster found out this one).
It should even work with single-garrisoned size THREE base (as gassed populatilon is rounded *down*, gas makes size 3 become 1...), but I never tested it.
As you can't gas your own bases, all this has nothing to do with the topic
__________________
I don't exactly know what I mean by that, but I mean it (Holden Caulfield)
|
|
|
|
Posting 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
|
|
|
All times are GMT -4. The time now is 04:11.
|
|