Alpha Centauri Forums
  Strategies and Tactics
  Secret projects and obliterated bases

Post New Topic  Post A Reply
profile | register | prefs | faq | search

Author Topic:   Secret projects and obliterated bases
Jimmy posted 03-23-99 06:25 PM ET   Click Here to See the Profile for Jimmy   Click Here to Email Jimmy  
If a base with a secret project is obliterated, can the secret project be built again or is it lost forever?
JaimeWolf posted 03-23-99 06:53 PM ET     Click Here to See the Profile for JaimeWolf    
Gone forever
Jimmy posted 03-23-99 08:06 PM ET     Click Here to See the Profile for Jimmy  Click Here to Email Jimmy     
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 posted 03-23-99 09:59 PM ET     Click Here to See the Profile for VulturesRow  Click Here to Email VulturesRow     
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 posted 03-25-99 01:04 AM ET     Click Here to See the Profile for Fiannaidh  Click Here to Email Fiannaidh     
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 posted 03-25-99 04:46 AM ET     Click Here to See the Profile for Sinapus  Click Here to Email Sinapus     
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 posted 03-26-99 12:29 PM ET     Click Here to See the Profile for JRennison    
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 posted 03-26-99 12:54 PM ET     Click Here to See the Profile for Spartan Frank    
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?
JT2 posted 03-26-99 01:14 PM ET     Click Here to See the Profile for JT2    
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 posted 03-26-99 04:46 PM ET     Click Here to See the Profile for Cadfael    
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 posted 03-26-99 05:08 PM ET     Click Here to See the Profile for Tommyboy    
Keep in mind that on the lower game difficulty settings, it is not possible to eliminate a city with colony pods.
micje posted 03-26-99 06:13 PM ET     Click Here to See the Profile for micje  Click Here to Email micje     
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.

Thread ClosedTo close this thread, click here (moderator or admin only).

Post New Topic  Post A Reply
Hop to:

Contact Us | Alpha Centauri Home

Powered by: Ultimate Bulletin Board, Version 5.18
© Madrona Park, Inc., 1998.