posted 03-23-99 12:35 PM ET
Hey ho.I'm looking to build a master "Terrain Improvement Analysis Chart", say in Excel, that would rank the output of various improvement configurations by terrain type and tech level.
Sure, everyone knows what to do with rainy squares, and arid squares are a no brainer, but what to do with a moist square? For example, is it better to mine a moist rocky square or to level it and build a forest? There is obviously no "right" answer -- for example, if you would make different choices based on what was a priority for your base: food, energy, etc.
In addition, the tech level you have may make available certain improvements like Tree Farms and Hybrid Forests, and then those forests on arid squares start rivaling the output of your rainy squares and you start thinking, "hmm, maybe I should just go with forest EVERYWHERE..."
Anyhow, some sort of master improvement chart is what I'm going to do. To this end, I need to confirm my understanding of the effects of all factors on terrain output. I'll write down what I have, and please fill me in on anything I'm missing:
Arid: 0 nutrients
Moist: 1 nutrients
Rainy: 2 nutrients
Flat: 0 minerals
Rolling: 1 minerals
Rocky: 2 minerals, 0 nutrients
Farm: +1 nut
Soil Enricher: +2 nut (I forget the prereq tech)
Mine: +1 min, -1 food (never lowers food production to less than 1)
Solar: 1 energy, +1 energy for every 1000 meters
River: +1 energy
Forest: 1 nut, 2 min
Road: +1 energy in forest?
Tree farm: +1 nut in forest? (Prereq?)
Hybrid forest: +1 nut in forest? (Prereq?)
Monoliths: 2 nut, 2 min, 2 energy?
Xenofungus: 0 nut, 0 min, 0 energy?
(I'll have to have another look at what techs improve fungus performance)
Water:
Kelp farm: +2 nut?
Mining platform: +1 min; +2 min when you have (Advanced Ecological Engineering?)
I'm sure I'm missing stuff. Anyhow, add to this thread and I'll compile a chart. When it's done, I'll put it up on the Web somewhere.
- Bud