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Author Topic:   Feedback on efficient use of squares
gregs posted 02-14-99 07:50 PM ET   Click Here to See the Profile for gregs  
I've really just started playing and haven't gotten very far into a game yet. I was wondering what people have found to be the best ways to 'harvest' the various types of map squares.

For example, are forests worth planting ? I read that they produce 1 nutrient and 2 minerals, so it seems they'd only be good in 'flat' squares, where you wouldn't get any mineral output with mines anyway. Even on arid but rocky squares, it seems getting the extra minerals with a mine/road is worth losing the 1 nutrient you'd get from a forest on that square, although I haven't yet seen the effects of a tree farm or hybrid forest so maybe in the long term forest are worth it ?

The condensers and thermal boreholes seem to give a great benefit but have an ecological impact. Exactly how bad is this impact ? Have you noticed a point at which the impact is too severe and begins to outweigh the benefits ?

Do you usually clear all the xenofungus from around your bases, or leave it be and eventually use it ?

Just looking for some tips, thanks

AJ posted 02-14-99 08:02 PM ET     Click Here to See the Profile for AJ  Click Here to Email AJ     
What I'm currently trying is farming where useful, puting workers on those square, mining rocky and using supply crawlers to bring these in. When tech and facilities reach certain levels, I switch all of my farm land to forest. Of course there is the continual battle to keep the fungus out of your good production squares - at max tech my forests, from memory, produce more nutrients so if I let the fungus take over then I have hungry workers.
Jaims posted 02-14-99 08:19 PM ET     Click Here to See the Profile for Jaims    
gregs: Check-out the Terraforming Primer at 'The Mindworm' site http://www.geocities.com/TimesSquare/Dome/7217/v1i1/hiband/i3hi.htm -- you'll probably find this helpful.
Prerogative posted 02-14-99 08:23 PM ET     Click Here to See the Profile for Prerogative    
Well, I build in a very compact style. So these tips might not be useful if you're more a metroplis-type player. But here goes:

I use Condensors, Echeleons and Boreholes. They may have an eco-impact, yes, but if you have +3 (or higher) planet rating all the negative effects of terraforming are waived. I suppose Planet will allow those who treat it well to do a little mining and manipulating here and there, or somesuch.

This depends, later on, when you get the techs which remove the 2 mineral/nutrient/energy limits, probably not. Soil Enriched Solar Panels/Mines with nearby Echeleon Mirrors and Condensors can be a bit better, since you don't have to be so dagnabbed balanced like you do with forests. Even though Hybrid Forests+Tree Farms can increase the value of forests, you need to build those. While the immediete effects of the above terraformed land can be used by any city.

Also, I don't use Xenofungus.

As far as eco-damage goes. It all depends on your planet rating. If you're a planet loving little fellow, you won't have to worry. The higher your planet rating, the less chance there is that Mindworms/Isles/Locusts will attack. And high planet ratings will net you some bonuses from Xenofungus.

If you go for a Free Market, no holds barred Planet-destroying society you can bet Planet will be on you in no time. Sending hoardes of Mindworms to devour your cities and gobble your helpless little Formers.

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