May 7, 2001, 23:24
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#1
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Settler
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Apr 2001
Posts: 24
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anyways to disband bases?
during a recent search, I came across a post mentioning disbanding bases. that would come in very handy during all those "big pushes" which one or two bases are captured each turn. Using units to destroy the base won't work since it is against my ethic to do such a thing (unless I can get away with it). So, anyways to disband bases without harming the citizens inside?
Also, I have just started to play with Chairman Yang's hive... it is such one interesting faction. I love the industral bonus and the police state and some other society choices doesn't decrease efficiency (efficiency penalties don't apply to the Hive). With network nodes and monoliths, Yang surely minimize the economy and lab disadvatages.
Vic
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May 7, 2001, 23:34
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#2
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Emperor
Local Time: 06:13
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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The only way I know of to disband a base without incurring the atrocity penalty is to build colony pods until the base reaches size 1, combined with starving. (ie turn all the citizens into specialists).
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May 8, 2001, 02:39
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#3
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King
Local Time: 06:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
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or you could just build the last citizien into a colony pod too. What you basically need is a base with higher mineral production than nut production, that way colony pods will be build sooner than the population will grow.
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May 8, 2001, 07:23
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#4
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King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
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Actually, I think the starving was just to get the base size down quicker - the base square I believe produces enough nuts to feed 1 specialist, so you'd have to build (or buy) the last pod anyway.
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May 8, 2001, 07:33
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#5
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Deity
Local Time: 08:13
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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You can get a base in sqaure with no nutrients, say Minerals only. But I think it won't you allow, for such (mineral-only) squares are rocky, or early Xenofungus, where you can't build a base anyway.
------------------
Solver the "Running Beer" - http://www.aok.20m.com
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May 8, 2001, 08:39
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#6
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Emperor
Local Time: 06:13
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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LOL  The number in my earlier post should have been a 0, not a 1. You use the last colony pod to disband the base, of course ...
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May 8, 2001, 15:21
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#7
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Prince
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Jul 2000
Location: looking for a saviour in these dirty streets
Posts: 660
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I've tried this before, but on a base that one of my Pactmates had gifted (ok, swapped) me. It got down to size 1 but then when I tried to buy a Colony Pod it just kept accumulating minerals, past the completion point, and I didn't get a dialog box asking me if I wanted to disband the base!
The base was in a really bad place, though, so after three turns of trying I just obliterated the base - prompting my Pactmate to declare Vendetta. Ah, Aki, Aki, when will you learn....(evil snigger)
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May 8, 2001, 17:48
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#8
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Emperor
Local Time: 02:13
Local Date: October 31, 2010
Join Date: Feb 2001
Posts: 4,783
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what about switching all the nutrient production to rocky mineral squares and just building mind worms then releasing them to the wild right next to the base. hmmm?
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May 8, 2001, 17:55
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#9
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King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
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quote:

Originally posted by SMAC Fanatic on 05-08-2001 03:21 PM
and I didn't get a dialog box asking me if I wanted to disband the base!
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I may be speaking out my southern orifice, but I think there's an option in warning prefs about this.
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May 8, 2001, 18:19
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#10
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King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Sep 2000
Location: Northampton, England
Posts: 2,128
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Note - this is not applicable on Citizen level.
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May 10, 2001, 00:58
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#11
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King
Local Time: 21:13
Local Date: October 30, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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Icevic, Before you destroy that base or preferrably give it away to a submissive, consider first building in it all of the following, depending on the technology you have: Tree Farms, Hybrid Forests, Centauri Preserves and Temples of the Planet. "Contructing" these facilities anywhere in your faction permanently adds to the number of minerals you can produce in your bases before Eco-damage. You can then give away or destroy the captured base at your leisure without reducing the new, higher ED limit. Ned
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May 11, 2001, 16:14
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#12
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Prince
Local Time: 05:13
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Lorain, OH, USA
Posts: 404
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Ned: the effect of the Tree Farm lasts even if the base is destroyed? Hmm... does this mean you could build a TF, sell it, build another one, sell that one, etc., in order to pump up your ecodamage immunity?
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May 11, 2001, 19:50
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#13
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King
Local Time: 21:13
Local Date: October 30, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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Gregurabi, Yes. Blake confirmed this.
This leads to a lot possible new strategies, doesn't it? For example, I now try to build TF's and CP's, etc., in captured bases before giving them away. Not only does this help you on the ED end, it helps your submissive as well because the base will have increased output and less ED in the hands of the AI.
But it also lead to the possibility of dedicated bases in one's own empire that do nothing but build CPs, sell them, and then rebuild. These bases would be akin to Punishment Sphere bases that produce little in the way of research, but also allow one to stay in FM while conducting offensive operations.
High ED protection allows several possibilities - massive mineral production without ED, or as some here have caught on to - realistic use of PlanetBusters without ED. Five new CPs = One PB damage.
Ned
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May 12, 2001, 13:18
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#14
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King
Local Time: 06:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
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Ned,
How do you "sell" a base? As I recall it, there is no such option. Maybe you meant it in different way?
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May 12, 2001, 13:32
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#15
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King
Local Time: 05:13
Local Date: October 31, 2010
Join Date: May 1999
Location: of Candle'Bre
Posts: 1,804
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I think he means sell the CP. Very sneaky.
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May 12, 2001, 13:39
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#16
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King
Local Time: 06:13
Local Date: October 31, 2010
Join Date: Feb 2001
Location: of the World
Posts: 2,651
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Sell CP? I guess you do this by clicking on the CP in the base but do you really get the mineral cost back (in form of energy I guess)? And the effect is that the eco damage would go down every time???
interesting, this means that you could rampage the mineral production in the other bases.......
,,,,,,
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May 12, 2001, 18:21
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#17
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King
Local Time: 21:13
Local Date: October 30, 2010
Join Date: Oct 1999
Location: of Aptos, CA
Posts: 2,596
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KnowHow2, You got it. Once you figure this out you can really get that mineral production to astronomical levels without ED. In my last game, I had only 25 main bases, each with the 4 Clean Mineral facilites (TF, HF, CP and TP)(25 * 4 = 100), which gave me, 100 + 16 + 4 pops, a base of 120 Clean Minerals. However, I was able to push the ED limit to 280 by building Clean Mineral facilities in captured bases before giving the bases to a submissive. Now, 280 minerals per base per turn is something to behold! Ned
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May 25, 2001, 06:58
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#18
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Chieftain
Local Time: 05:13
Local Date: October 31, 2010
Join Date: May 2001
Location: aachen, germany, europa
Posts: 32
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get base to small size and than set native lifeforms to free next to them; the will scrap the rest without any penalty to you
__________________
why it takes me so long?
psst... i'm still thinking...
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