Author
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Topic: Secret projects and obliterated bases
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Jimmy |
posted 03-23-99 06:25 PM ET
If a base with a secret project is obliterated, can the secret project be built again or is it lost forever?
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JaimeWolf
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posted 03-23-99 06:53 PM ET
Gone forever  |
Jimmy
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posted 03-23-99 08:06 PM ET
Then I guess you could obliterate a base as a last resort to prevent the SP from falling into enemy hand's if the SP is really crucial ( like the Hunter-seeker). |
VulturesRow
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posted 03-23-99 09:59 PM ET
Just dont forget that city obliteration is considered an atrocity. If you do it to one of your own cities, its not quite so bad. If its a city that you conquered within the past 50 turns than it is worse. |
Fiannaidh
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posted 03-25-99 01:04 AM ET
If you have a few turns before you have to trash it, pump out a colony pod each turn.Just hurry the pod, most cities are not larger than around size 12 until very late in the game. Speaking of hurrying, instead of paying the full price, choose partial payment, then divide the total price by the number of turns required to produce whatever, then multiply your answer by 1 less than the total number of turns it takes to complete the project, and pay that ammount. It ends up that your project will be done in 1 turns instead of 0 turns, which is really the same thing unless an enemy steps on your bore hole. Formula is C(Tr-1)/T where C is total hurry cost given, T is the total number of turns required to build it, and Tr is the number of remaining turns. This can knock quite a bit off the hurry cost of some of the more expensive units and SP's |
Sinapus
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posted 03-25-99 04:46 AM ET
Actually, there is a way to eliminate a captured base w/o causing an atrocity if the base is low population.It will cost money, though. Build and hurry colony pod production until the city is gone. (Or build it while making sure the base won't grow.) |
JRennison
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posted 03-26-99 12:29 PM ET
I tried hurrying colony pods from a tiny Spartan base. Santiago had built in my territory while we were in a Pact. Being Morgan, I bought it and then set about removing it.I starved the place and then hurried colony pods while it was at size 1, but the base didn't disappear. I ended up getting enough colony pods from the one base I stopped building them anywhere else. At a cost of 210 creds a turn I was pumping out bases at a hell of a rate with no hit on my population. Thanks to an SP I'd built (something transport) each base was size 3 when built so my population jumped massively. Is this bug fixed in versions 2 and 3? Having the British version of the game I've only just got v.2 and haven't had a chance to try to repeat the situation. |
Spartan Frank
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posted 03-26-99 12:54 PM ET
At least early in the game, if I try to build a C pod at a size 1 base it waits until the base grows before the pod is completed, regardless of whether or not I have enough minerals. Does what you are describing happening only when you are hurrying production?
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JT2
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posted 03-26-99 01:14 PM ET
I think there is a preference button to make a pop-up come up warning about that. If your base is size one and is about to finish a colony pod, you can delay it by one turn, build it anyway and disband the base, or zoom to the city screen and change the production. |
Cadfael
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posted 03-26-99 04:46 PM ET
I have run into the same problem playing UoP. Miriam built three sea pod colonies just 2 squares from cities I had established on the coast. I took these bases out ASAP, but they had two had grown to size 2 before being taken over. Hence, two size 1 bases. I starved them, I hurried sea colony pods (of course, sea pods can only join sea bases, damn), I scattered the pods over the seas, but I never did disband either base. I ended up loosing my cool and obliterated the bases after the umpteenth colony pod. I pulled 200,000 colonists out of those two size 1 bases over a 10 year period. (bug?) |
Tommyboy
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posted 03-26-99 05:08 PM ET
Keep in mind that on the lower game difficulty settings, it is not possible to eliminate a city with colony pods. |
micje
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posted 03-26-99 06:13 PM ET
Another tactic: put mind worms/isles of the deep right next to your base, and release them into the wild. (Ctrl-Shift-U). They will attack the base next turn, and obliterate it. |