Author
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Topic: Anybody could prob. answer this
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Migz |
posted 04-27-99 03:38 PM ET
whats a good way to make fast energy credits? i've built tons of solar collectors... but i can only bring in like 28 credits a turn.... I see things that cost like 44000 credits, yet the most i've ever had was 5000.... how do I bring in the big bucks?
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Guntar
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posted 04-27-99 04:44 PM ET
The secret is not to build hundreds of solar collectors. I generally have at least 1000/turn because of forests. With Tree farm/hybrid forest you get 3/2/3, a lot more then the solar collectors give (although solar collectors do give more on higher altitudes) also fungus gives you 3/2/2 (with appropriate tech) and they can be build on rocky terrain (but they also have annoying mind worms ) |
trippin daily
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posted 04-27-99 06:06 PM ET
How do your hybrid forest give you 3 energy? Mine don't, they give me 2. Has someone been editing the Alpha.txt?  Trippin Daily -current dazed and amazed- |
Migz
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posted 04-27-99 06:35 PM ET
forests giving 3 energy? do you use a supply crawler to get this? Bear with me, I'm kind of new  |
Lord Biggun
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posted 04-27-99 07:04 PM ET
It is possible ur only getting 2 eneergy whereas the other gets 3, because u dont have the energy restrictions lifted. Without industrial economics the max energy outside of ur base and energy bonus squares should be 2. |
JT 3
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posted 04-27-99 08:45 PM ET
Also, if you're at +2 or above in Economy, you get an extra energy per base.Yes, forests rule. I can rake in over 2000 per turn with enough bases. |
Travathian
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posted 04-27-99 09:30 PM ET
Frankly, I have my headquarters the base of energy production. I have dozens of supply crawlers at boreholes getting energy, I build all energy enhancing SPs there (commerce/labs/psych). And have forested the area around it. The only time solar collectors would be better is if you raised the terrain to the max, then build mirrors,then you can get disgusting amounts of energy from them. Getting treaties and pacts and becoming planetary governor is a big plus also. The supply crawlers are great also. If another faction is close to finishing a SP which I am far from, I change my HQ's crawlers to minerals and build it in one turn usually (while my eco damage goes thru the roof). I build my bases with one row of empty squares between them, and put boreholes everywhere I can. Any place which is too mountainous, drill to aquifier and make rivers, they give energy bonuses as well. Lastly, sea bases produce decent energy, and grow fast, so they are pretty nice as well, especially if you can get them in the Geothermal shallows. |
Travathian
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posted 04-27-99 09:32 PM ET
Something else I forgot, inefficiency is a killer. Build childrens creches, and be prepared to move your HQ if your empire expands in just one direction, and the majority of your high energy producing cities are far away. |
Lord Biggun
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posted 04-28-99 12:27 AM ET
Just to correct myself, i previously said it was industrial economics that u need to lift the energy restrictions to more than 2, when it is in fact environmental economics... |
Plato90s
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posted 04-28-99 12:55 AM ET
Lots of rivers is also a plus. A forest with a river running through it can achieve 3-2-3 in ouput with Hybrid Forest.However, once you have all the Centauri techs, the fungus is more productive with 2-3-3 standard and 3-3-3 if you are Gaian. But since fungus can't take advantage of terrain features or altitude, you don't want to go all fungus. After all, a 3000m+ mountain with some well-placed echelon mirrors can easily net you 6 energy output per square. Combining fungus with soil enrichers is even better since you can put echelon mirrors on fungus squares directly. So every mirror square is a fully productive Xenofungus square, and you can create some nice 5-1-6 squares in between the fungus squares. |