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Author Topic:   Research farms?
Lee Johnson posted 03-01-99 11:39 AM ET   Click Here to See the Profile for Lee Johnson   Click Here to Email Lee Johnson  
In my current game as the Peacekeepers, I've developed one of my bases as a 'research farm'. Basically, I left some land outside the base radius for energy farming: Raise land past 3000 m, plant echelon mirrors and solar collectors, then park supply crawlers on every collector. Each square collects 4 or 5 units of energy for the base, and there are a LOT of squares being 'farmed'.

On top of the basic energy farm, add the usual tech enhancing improvements: Network Node, Research Hospital, Fusion Lab. Then later, Network Backbone and Theory of Everything.

I'm pulling in over 360 tech from this one base every turn, at 50% tech allocation. That's like half my tech output!

Now, how I can boost this more? :-)

Wen_Amon posted 03-01-99 11:58 AM ET     Click Here to See the Profile for Wen_Amon  Click Here to Email Wen_Amon     
Dont forget Biology Lab, Quantum Lab, and The supercollider!
That really adds some research!

Ever use this tactic in civ?
I still remember the stuff you needed to build a super research city

Colossus
Library
Copernicus' Observatory
University
Isaac Newton's College
Research Lab (or SETI)
Superhighways

Once your populationstarts to get up there, you can set all of those extra elvi to some research. That gives you at least 500 rps.

Lee Johnson posted 03-01-99 01:36 PM ET     Click Here to See the Profile for Lee Johnson  Click Here to Email Lee Johnson     
Ah, yes--the Quantum Lab! Thanks. I actually don't have those yet, but at the rate I'm going, I should have 'em within six turns. ;-) Unfortunately, someone else built the Supercollider before I could. :-(

I think there's already a Biology Lab there, but it's only good for 2 lab points. Of course, all those multipliers do add up.

This base does have a pretty big population now; I should put a lot of hydro pods in orbit, so I can take the talents off the farms and put them in the labs. I don't know why I didn't think of that before; thanks for the nudge.

I never did specialise to such a degree in Civ 2; I usually ended up too busy fighting border wars to be able to devote a lot of resources to city improvements. Oh, well.

Lone War posted 03-01-99 02:10 PM ET     Click Here to See the Profile for Lone War  Click Here to Email Lone War     
Well, to get some really sick Research output in a base, this is the way to do it. Start with your capital city because it has no inefficiency, then build the following things...

Merchant Exchange
Supercollider
Theory of Everything
Space Elevator
Longetivity Vaccine
Biolab
Recycling Tanks
Fusion Labs
Quantum Labs
Research Hospital
Nanohospital
Energy Bank
and Echelon Mirrors in each center square of the cardinal points.
Raise the entire city sight to a height of 3000+ feet, then set the society values to Democratic, Free Market, Wealth, and either Cybernetic or Eudaimonic. Then just build as many solar satellites and food satellites as your city can use. With this formula a capital city can produce up to 3600 research a turn at a population point of 36. I know, my current capital city is doing it...

Possibility posted 03-01-99 03:30 PM ET     Click Here to See the Profile for Possibility    
Ah, you forgot RIVERS, hit Q for a former to drill to an aquarfer to create a river. This will increase the amount of eneregy produced in a square by one.
Thue posted 03-01-99 06:56 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
Boreholes increase energy nicely... -If you don't wan't to be restricted by the "not allowed in adjudant squares" just initiate all the boreholes at the same time. The same trick works for rivers!
On second thougth, if you want to save your city from planet you migth not want to do the borehole in every square trick

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