May 15, 2001, 16:13
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#1
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Local Time: 05:14
Local Date: October 31, 2010
Join Date: Dec 2000
Location: U.S,Canton,NC
Posts: 58
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Energy cities ?????
How do you bulid a pure energy producing city???? i wanna know your ideas on the subject????
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May 15, 2001, 20:44
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#2
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King
Local Time: 00:14
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Toledo Ohio
Posts: 1,074
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I think the crux of the matter is that specialists avoid loss due to efficency, and often produce more as a specialist than a worker working a square. Some exceptions would be a borehole, or an energy park type square.
What this leaves you with is a base that can crawler in energy (preferable from the sea in SMACX) and food to support a substantial amount of the citizens to become specialists. On top of the crawled energy you could try to become pacted with several other factions (or have submissives) and have a high ecomony rating in order to boost the energy from trade, which can be quite substantial. In order to keep the energy your netting you might also consider moving your headquarters to that base because the headquarters is immune to inefficency. And, of course, when the tech comes from energy satellities, build them for a faction wide boost.
You should also ask yourself if it's money you want or tech points and then adjust your specialist accordingly. You might also consider this when your building your base facilities.
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May 18, 2001, 00:04
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#3
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Emperor
Local Time: 06:14
Local Date: October 31, 2010
Join Date: Dec 1999
Location: Leamington Spa, England
Posts: 3,657
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In addition, it's worth bearing in mind that crawlered energy does not impact your commerce income. If you have a number of pacts/treaties, a worker can often be more valuable than a specialist.
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May 18, 2001, 09:56
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#4
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Prince
Local Time: 00:14
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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quote:

Originally posted by Misotu on 05-18-2001 12:04 AM
In addition, it's worth bearing in mind that crawlered energy does not impact your commerce income. If you have a number of pacts/treaties, a worker can often be more valuable than a specialist.
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Aaaah, a mystery solved! I've wondered in past games why my HQ, with energy production through the roof (mostly from crawlers), wasn't getting significantly more energy than a similarly-sized nearby base without the energy park boost.
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May 18, 2001, 10:30
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#5
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Prince
Local Time: 00:14
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Washington, DC, USA
Posts: 565
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tyler666, there's a great treatment of the question of using crawlers for the Bigtime Energy Base in the recent thread "Other Ways to Climb the Tech Tree" (check it out here).
[spoo, typo corrected]
[This message has been edited by Earwicker (edited May 21, 2001).]
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