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Old January 27, 2003, 14:07   #31
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Quote:
Originally posted by Ivellios
You'll also produce less minerals (less space to harvest), so eco-damage shouldn't pose a problem.
Crawlering nutrients and harvesting 1 or 2 boreholes per base usually gets me in trouble with Planet in a hurry, actually, more so than when I used to have a 'no overlap' policy. Perhaps you might be right, once late-game rolls around, but with more bases packed in the same space, my clean-mineral limit will be higher (10 more bases means 10 more tree farms, 10 more Hybrid forests and 10 more Centauri Preserves, or 30 more free minerals) so I won't be in Eco-damage trouble in the same way, but to be honest, with Industrial Automation and a good former population, the number of minerals I produce is mostly a decision how much I feel like risking Global Warming, rather than an inability to generate them.

Quote:
Originally posted by TKG
i've been foiled too many times by monoliths. think about it: howcome formers can tear down mountains or alter rainfall patterns, but they can't bulldoze a big pole?
Argh, yes the eternal annoyance of badly placed Monoliths put me off my grid fetish once and for all. Also, I'm a big fan of Sik's habit of placing a beacon under all new bases, and I've found that I don't have always have time, for those first few bases, to clear away fungus and level rocks to make everything fit just so.
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Old January 27, 2003, 20:56   #32
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Beacon? What do you mean by a beacon?
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Old January 27, 2003, 22:35   #33
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Sensor, I believe, is what was meant.
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Old January 27, 2003, 22:46   #34
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Quote:
Originally posted by TKG


i've been foiled too many times by monoliths. think about it: howcome formers can tear down mountains or alter rainfall patterns, but they can't bulldoze a big pole?
If I remember correctly, editing your Alpha and Alphax files so that formers can *create* them (Say....with "Secrets of Alpha Centauri" as the required tech.), then formers will also be able to destroy them. You could also go the long way and just throw as many units at it to upgrade until the bloody thing vanishes.
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Old January 28, 2003, 01:09   #35
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If you are using 2 on the diagonal spacing you have a lot of options as to where to place your bases, due to the degree of overlap. You can place your base to the NE, NW, SE, SW of its "proper" position and still reap the benefits of your assigned tiles. I know what you mean about those monoliths though, I hate to have my bases out of the grid pattern because it looks wierd.
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Old January 28, 2003, 03:03   #36
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I've had a bases 'displaced' by a monolith three times. Once I moved the base over one, but I didn't like how it looked, so the other two times I created a harvester park instead.
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Old January 28, 2003, 12:16   #37
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Also, monoliths are great in the early game regarding resources but when you have built a Tree Farm and/or a Hybrid Forest, standard Forests are more productive than a Monolith could ever wish to be. Another reason why you should be able to destroy them, in my opinion.
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Old January 28, 2003, 14:18   #38
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Quote:
Originally posted by Alinestra Covelia
Beacon? What do you mean by a beacon?
Beacon, array, burglar alarm, car-stereo, whatever. I just like how it looks under my bases. :P
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Old January 29, 2003, 16:16   #39
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Quality over quantity here too I just like pop-booming, period.
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Old January 29, 2003, 21:28   #40
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I've been playing on a Giant sized map (think 4 times the size of a Huge map) and it's great fun. I've been cluttering my landmasses and I've run out of faction base names already even though I have only seen two smallish sized landmasses.

I wonder how many more bases I can build before the game starts to protest.
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Old January 29, 2003, 21:32   #41
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...or it takes 6 minutes to load a turn like civ3
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Old January 30, 2003, 06:33   #42
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What's the total base limit for SMACX? Civ II is 255 (not often achieved), Civ III PTW is 511 (all too often achieved). PV Civ III has the same limit as Civ II.
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Old January 30, 2003, 11:11   #43
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I think its 512 or 1024.
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Old January 30, 2003, 11:16   #44
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1024!?
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Old March 25, 2003, 19:04   #45
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Any one faction can have 511 bases actually. (I don't know where the last base goes...)

Dunno if there is a total number for all factions together.

(And if you are a hardcore ICSer you can easily bump into 511 bases. With only one tile between each base you can do it in slightly more than one quarter of the huge map.)
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Old March 25, 2003, 19:20   #46
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Goodness! Why would you ever want to do that? Tedium to the max!!
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Old March 26, 2003, 00:21   #47
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It's okay, Anuk. The first step is admitting you have a problem.
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Old March 26, 2003, 07:42   #48
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Quote:
Originally posted by Mongoose
Goodness! Why would you ever want to do that? Tedium to the max!!
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Old March 27, 2003, 02:28   #49
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ICS is very effective but I would just get bored having the number of bases that continuing the strat would involve
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Old March 27, 2003, 14:11   #50
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When the micromanagement becomes greater than the fun, its time to end it.
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Old March 27, 2003, 17:19   #51
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Well, I'm of the opinion that I'd rather finish the game 100 turns earlier than save myself some micromanagement, so I'm pretty aggressive when it comes to plunking down bases. The main reason I like to do it so much is my penchant for running Free Market throughout the game. Each new base I build is one more tree farm, which generates one more Eco-Free mineral per base. If you're going to be borehole farming, you need to have your free mineral limit fairly well uncapped.
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Old March 28, 2003, 14:08   #52
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CEO Aaron is right, but some of us stop even as builders, as it can become too much work as you add captured cities as well. At some point you have enough clean minerals to do what ever you want.
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Old March 28, 2003, 16:03   #53
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Great when you've got loadsa mines and boreholes and with all the mineral bonus facilities you can pass like 400-500 and just build anything you want in a turn, trying to take out an entire AI continent of 20 big bases with just 5 units
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