March 2, 2001, 20:10
|
#1
|
King
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Feb 2000
Location: Illinois
Posts: 1,513
|
Overlapping Base Production Squares
Hi,
I have always played my games where none of my cities have any of there base production sqaures overlapping. Is there any production penalty if you have bases close enough that their squares overlap?
I always thought there was a penalty, so I always paid careful attention to keeping my bases just far away enough from each other so they never overlap. Is that a waste of time? Is there actually a bonus for overlapping production squares?
thanks!
|
|
|
|
March 2, 2001, 20:31
|
#2
|
King
Local Time: 21:07
Local Date: October 30, 2010
Join Date: Mar 2000
Location: & Anarchist
Posts: 1,689
|
Only one worker or crawler can work a given square. That means if a square is in the production radius of two bases, only one base can utilize it at a time.
Now given that pre hab complex a base can only work 7 out of twenty squares, and pre hab dome (i.e. most of the game) it can only work 14 out of 20, it usually doesn't hurt to overlap squares.
I personally decide based on landmass size. If I'm on a huge landmass by myself, I'll not overlap (which incidentally leaves squares that you can terraform and crawl outside base radii). If I do this, I crawl mines inside base radii, and then pick other squares to crawl to bring total crawlers inside base radii to 6 (14+6=20). If I decide to use specialists, I may increase crawlers beyond six.
If I'm on a small landmass, I'll usually use the three space five on a die approach. This leaves (unless I'm mistaken) 8 non-overlapping squares, and 12 overlapping. That comes out to about 14 workable squares each once at max size (14) and plenty pre hab complex (max size 7).
Sometimes, when I'm in the mood, I'll try a specials approach. Every special gets a base (ocean too). This usually leads to lots of bases with lots of overlap, and lots in between. Kinda fun.
|
|
|
|
March 2, 2001, 23:28
|
#3
|
Prince
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 910
|
Usually, I just adapt my playing style or layout to what the situation demands. Fitz makes some nice points about Hab/Hab dome limits, and I agree some overlap doesn't hurt. If you notice how the AI sets up bases, primarily the Hive, you see bases close together, with 3 squares in between them. Seems to work. I have to agree with Fitz' approach to the layout.
NS
|
|
|
|
March 3, 2001, 01:59
|
#4
|
Warlord
Local Time: 05:07
Local Date: October 31, 2010
Join Date: Sep 2000
Location: scottsdale, az
Posts: 104
|
quote:
Originally posted by Fitz on 03-02-2001 07:31 PM
If I'm on a small landmass, I'll usually use the three space five on a die approach.
|
If I understand you - your bases are then separated by 2 tiles or 3 tiles?
|
|
|
|
March 3, 2001, 03:06
|
#5
|
Prince
Local Time: 00:07
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 910
|
quote:
Originally posted by lbores on 03-03-2001 12:59 AM
If I understand you - your bases are then separated by 2 tiles or 3 tiles?
|
See the thread: http://apolyton.net/forums/Forum12/HTML/001659.html?4
Admittedly wayyy off topic on that, but the discussion lead to that, lol.
NS
|
|
|
|
March 3, 2001, 14:50
|
#6
|
Warlord
Local Time: 05:07
Local Date: October 31, 2010
Join Date: Sep 2000
Location: scottsdale, az
Posts: 104
|
See also above: My take on base spacing
|
|
|
|
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 01:07.
|
|