Author
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Topic: Raise/lower terrain message & monoliths
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Porkmonger |
posted 05-15-99 01:57 AM ET
Whenever I raise/lower terrain, the message says "our formers have radically altered the rainfall patterns near X", where X is the last base I built, rather than the base where rainfall was altered. IT works fine for the results with boreholes/condensers, though.Also, is it impossible to destroy monoliths except by using them up? "destroy terrain enhancement" fails to work, and the monolith still appears (and gives teh same resources) even if i sink the tile into the sea.
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Warp Warrior
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posted 05-15-99 10:05 PM ET
Just keep sending damaged units to the monolith to get repaired, sooner or later the monolith will disappear. I have not seem any other way to destroy the monolith on purpose. |
Porkmonger
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posted 05-15-99 11:36 PM ET
Yes but it's kinda hard to go in and send damaged units when you've got a whole continent to yourself... And it's even worse if you're trying to get rid of The Ruins. |
Urban Ranger
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posted 05-16-99 07:13 AM ET
You can also send green units there to be upgraded.The question is, why do you want to get rid of monoliths? They work rather well as resources, giving you 2-2-2 for no efforts at all. |
LocustOfChiron
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posted 05-16-99 10:44 AM ET
Maybe to put a borehole there? |
Urban Ranger
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posted 05-16-99 11:47 PM ET
Wouldn't it be easier to put a borehole somewhere else? |
Rackam
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posted 05-19-99 08:53 AM ET
Why put a borehole in at all?Hybrid forest and trees are much better  ~Rackam |
Klug
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posted 05-21-99 01:50 PM ET
The hybrid Forest, put forests everywhere works fine for food & minerals, but I get alot more energy by planting solar colecters & liberally sprinkling Echelon mirrors everywhere. I can get an average or 3-5 energy per square (without freemarket) Besides Forests get 3-2-2 (food-minerals-energy) for resources. Boreholes get 0-6-6. But the forest approach is good for making a big, city with high mineral output. I had a city like that where I built a lot of projects in. |
Rackam
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posted 05-21-99 11:27 PM ET
Gaians are even better with fungus 3-3-3, plus it has low maintenance and the worms don't damage it =P |
Craig McPherson
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posted 05-23-99 05:55 PM ET
I use fungus almost everywhere, even when I'm not playing the Gaians (Forest 3-2-2, Fungus 2-3-3), but forest does have a couple advantages over fungus. Forest gets the +1 energy bonus from rivers, unlike fungus (making forests on rivers 3-2-3, the same total as fungus), and fungus doesn't get the bonus from abundant nutrient/minerals/energy resources.My system for non-Gaians: -Build Fungus on every square, unless it is on a river or contains an abundant resource bonus. -For river squares, build forest unless the square is rocky, in which case build a thermal borehole if allowed on the square, else build fungus. -For abundant resources, build a forest, and if the square is rocky, flatten it. -Build 2-3 boreholes at each base, with rocky river squares being ideal (it's either a borehole, level the land so a forest can be built, or lose the river bonus), otherwise any square that would otherwise be used for fungus is fine. My system for Gaians: -Build Fungus (3-3-3) bloody everywhere, even on river squares, but build forest on squares with abundant resource bonuses, leveling the land if neccessary. And a few boreholes here & there (on river squares if possible, to avoid wasting the river energy bonus). |
Craig McPherson
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posted 05-23-99 06:04 PM ET
Exception to the above are those rare squares that would give you a higher total with "normal" enhancements... a rainy, rolling square at the highest elevation (not common) with a farm, enricher, and collector would yield 4-1-4, a higher total than 2-3-3 fungus, even higher with a few Echelons here and there. I don't ever build mines, though -- boreholes are so much nicer (as long as for each you have a few squares with 3 or greater nutrients to offset the lack of nutrients in the boreholes)... 12 total resources (13 on a river, 14 with a resource bonus) is nice. |