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  Specialized Cities: Too much work, or a winning tactic?

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Author Topic:   Specialized Cities: Too much work, or a winning tactic?
K posted 05-19-99 01:32 PM ET   Click Here to See the Profile for K   Click Here to Email K  
I play at Transcend on huge maps, and I've been trying out a new tactic, but I just can't seem to make it work.
My question is: Is this viable?
Here's the Specialize tactic:
Build cities according to these specs:
Science cities: High on mountains or in the ocean for mucho energy. All bonus energy and bonus research and economy in this city. Use supply crawlers to move all energy from all other bases here.
Build cities. Land or very near land. All heavy mineral production here and bonus morale here. Build all troopers out of these. Punishment spheres and no psych type faclities. Extra workers set to techs or engineers.
Grow build cities to max. pop using growth boom tricks, and support all units out of these.
the reason i haven't really used this tactic is becuase i usually go to war and really need 40+ cities cranking out a huge number of units.
GaryD posted 05-19-99 02:00 PM ET     Click Here to See the Profile for GaryD    
Your options are not mutually exclusive.

It would reduce the fun factor too much for me, but I guess it might work.

Gixxer posted 05-19-99 04:01 PM ET     Click Here to See the Profile for Gixxer  Click Here to Email Gixxer     
That is exactly the strategy I use!

Headquarters and the bases closest to it become my science cities. I do this because of minimal loss to innefficency. There is usually enough energy output warrant Energy Banks for the extra boost in $$$. Instead of carrying energy from other bases, try building boreholes outside the bases production area. Put the crawlers on the boreholes to build the big facilites like fusion labs, research hospitals and such and once they are finished, have them carry energy. I found the sea base strategy for energy doesn't work as well because once the city is at size, I'd rather employ specialists (Librarians, thinkers, engineers) than to have them kelp farming with tidal generators. My roommate will build a solar collector and then surround it with echelon mirrors for 11 energy, but he usually has bigger pollution problems than I do.
I build small production centers (never grow above size 7) and build Command Centers, Bioenhancement Centers and/or Aerospace Complexs. With a couple of mines, a borehole, some forests and Genejack factory they can easily produce enough minerals (25-30) to produce a fairly complex unit in a turn or two. Once support is high enough transfer the units to the bigger cities for support. Or, use that base as a battery and when there is 10 minerals not used for support, have them produce crawlers for SP's.
Some may consider this cheating, but I also make a Colony Pod producing base. It takes less turns to grow from one pop point to two than it does for a base to grow from 11 to 12. These I use to help my other bases grow. The cheating part is you can make bases larger than the cap without the appropriate facility (Hab Complex/Dome). I, of course, don't do this anymore.

Natguy posted 05-19-99 04:38 PM ET     Click Here to See the Profile for Natguy  Click Here to Email Natguy     
Hmm...Interesting!
I've never used this tactic in SMAC or CivII, but my cities usually leave something to be desired. (OK!! I'll admit it!...my biggest city ever in SMAC was size 11...I feel so...so...INFERIOR!!! ::sob:: )
I think this would really help my gameplaying, as well as create a more structured city system...Which faction does it work best on, if any?
Gixxer posted 05-19-99 05:19 PM ET     Click Here to See the Profile for Gixxer  Click Here to Email Gixxer     
I use it with the Spartans where production is a weakness. I am not too sure who else it will work with as I am afraid to deviate. The other tactic I use it to put a crawler on all mined/rocky/roaded areas, especially the ones inside the production radius. You won't loose anything and you will free up one worker to make a specialist. I am a micromanager though so it may tend to get tedius shuffling support around all over. I almost always have at least two crawler producers. To me, those and formers are the two most important units.

Don't feel bad about not growing cities. I used to make all my cities as big as possible with all (well, most really) the facilities. This works OK on lower levels, but you'll start to fall behind quickly unless you employ specialist and let cities simmer at 7 or 11.

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