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Author Topic:   A couple of (newbie?) questions. Any advice appreciated
pandasa posted 03-26-99 07:38 PM ET   Click Here to See the Profile for pandasa  
1) Why, when playing the peacekeepers, do bases constructed after the headquarters base, have production of 2 Nutrients, 1 Mineral and only 1 Energy to start with. I understand they suffer -1 Efficiency but the Resource Collection Readout indicates no loss to inefficiency.
2) Society Effects. Please explain what -1, -2 and -3 fungus production actually means under the PLANET effect. Also what does mind worm capture 25%, 50% and 75% translate to exactly. Many thanks.
sandworm posted 03-26-99 07:51 PM ET     Click Here to See the Profile for sandworm  Click Here to Email sandworm     
Mindworm capture: at 75% capture, the first mindworm you attack has a 75% chance of being captured. Subtract 10% for each subsequent encounter, add 10% for each captured mindworm that gets boiled (er, killed).

fungus penalties: I'm guessing here. Each minus to production decreases the possible food, mineral, energy output of fungus squares (at the end of the game the best you can expect is 2-3-3, from these, <except Gaians> ) Early in the game you can get next to nothing from fungus anyway, so its usually irrelevant.

Peacekeepers: Got me, haven't tried them yet.

Enjoy.

pandasa posted 03-26-99 08:21 PM ET     Click Here to See the Profile for pandasa    
Thanks sandworm.
eNo posted 03-26-99 08:55 PM ET     Click Here to See the Profile for eNo    
Does the capture effectiveness really decrease each time?
cousLee posted 03-27-99 02:44 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
yea, it was implemented to hinder the early game mindworm sweep.
Pique posted 03-27-99 01:06 PM ET     Click Here to See the Profile for Pique  Click Here to Email Pique     
1. Your base square production is determined by the terrain you found your base on.

On energy loss due to inefficiency, it seems that this is a rounded percentile. If your base is producing only 3 energy (new base), -10% loss would leave you with 2.7 energy. I think in this case you still get the full 3 (only a guess, I really haven't paid much attention to the specifics of this). One big drawback of inefficiency is it limits how far apart you can place your spending on labs/economy in the social engineering screen without incurring penalties.

2. I THOUGHT -fungus production affected your chance of fungus 'growing' due to pollution, but may be wrong.

Pique

Spencer Olson posted 03-27-99 02:28 PM ET     Click Here to See the Profile for Spencer Olson  Click Here to Email Spencer Olson     
With regard to the 'fungus production' question, I actually tried to figure out that wording for a while. I think the current interpretation running around, that is, that it reduces production output from fungus squares, makes the most sense, and fits previous experience.

Also, judging from the recent multiplayer antics of our Believer player, a bad Planet rating tends to make it a lot harder to move through fungus squares.

As for base production squares.. well, I was prepared to say I knew nothing about it. However, I realize, well, let me explain.

In my most recent game, I decided to fiddle around with the Hive. It's been a great game, but as I think back, I remember that my newly founded bases tended to have no energy output. The default Hive characteristics have a penalty to energy, -1 per base. This implies that the founded bases produced 2/1/1.

Most peculiar.

--sko

Imran Siddiqui posted 03-27-99 11:54 PM ET     Click Here to See the Profile for Imran Siddiqui  Click Here to Email Imran Siddiqui     
Well, a capital isn't supposed to suffer efficency of any kind!

Imran Siddiqui

Imran Siddiqui posted 03-28-99 02:13 AM ET     Click Here to See the Profile for Imran Siddiqui  Click Here to Email Imran Siddiqui     
That should be ineffeciancy. Sorry

Imran Siddiqui

pandasa posted 04-04-99 07:48 PM ET     Click Here to See the Profile for pandasa    
In answer to Pique's reply, the manual clearly states that the production of a base square (along with others) is fixed, regardless of the underlying terrain. Therefore production should be 2-1-2. Can anyone solve this query or is it a bug ????
Koshko posted 04-04-99 07:57 PM ET     Click Here to See the Profile for Koshko  Click Here to Email Koshko     
The lower your ineffeciency, the more products you lose (especially in the distant cities).
Luna posted 04-04-99 07:58 PM ET     Click Here to See the Profile for Luna  Click Here to Email Luna     
I think that the reason for the reduced energy production on your second base is that Headquarters facility you have in your HQ base produces one energy. So, the second base's production is normal, while HQ's production is the increased one.
pandasa posted 04-04-99 08:03 PM ET     Click Here to See the Profile for pandasa    
But then HQ Base should be 2-1-3

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